U.S. patent application number 11/624737 was filed with the patent office on 2007-05-31 for system and method for facilitating play of a video game via a web site.
Invention is credited to Magdalena M. Fincham, James A. Jorasch, Russell P. Sammon, Jay S. WALKER.
Application Number | 20070123347 11/624737 |
Document ID | / |
Family ID | 27487711 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123347 |
Kind Code |
A1 |
WALKER; Jay S. ; et
al. |
May 31, 2007 |
SYSTEM AND METHOD FOR FACILITATING PLAY OF A VIDEO GAME VIA A WEB
SITE
Abstract
A method and system for operating a video game or video game
tournament (e.g., via a Web site) is disclosed. In accordance with
the method and system a bonus is provided to a player playing the
video game or participating in the video game tournament. In some
embodiments a bonus is provided to the player if a rating
associated with the player is worse than a threshold rating. In
some embodiments a bonus is provided to the player if the
occurrence of at least one predetermined condition is identified.
Such a condition may be, for example, a condition that indicates
the player will soon cease playing the video game or participating
in the tournament.
Inventors: |
WALKER; Jay S.; (Ridgefield,
CT) ; Jorasch; James A.; (Stamford, CT) ;
Sammon; Russell P.; (San Francisco, CA) ; Fincham;
Magdalena M.; (Norwalk, CT) |
Correspondence
Address: |
WALKER DIGITAL MANAGEMENT, LLC
2 HIGH RIDGE PARK
STAMFORD
CT
06905
US
|
Family ID: |
27487711 |
Appl. No.: |
11/624737 |
Filed: |
January 19, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10159945 |
May 30, 2002 |
7192352 |
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|
11624737 |
Jan 19, 2007 |
|
|
|
09768567 |
Jan 24, 2001 |
6425828 |
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|
11624737 |
Jan 19, 2007 |
|
|
|
09028781 |
Feb 24, 1998 |
6224486 |
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|
09768567 |
Jan 24, 2001 |
|
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|
08635576 |
Apr 22, 1996 |
5779549 |
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09028781 |
Feb 24, 1998 |
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60337993 |
Dec 3, 2001 |
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Current U.S.
Class: |
463/29 |
Current CPC
Class: |
A63F 13/12 20130101;
G07F 17/3248 20130101; G07F 17/32 20130101; A63F 2300/8064
20130101; G07F 17/3276 20130101 |
Class at
Publication: |
463/029 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method comprising: storing, in a memory within a secure
perimeter of a device associated with a player of a game,
tournament data associated with a session of the game played by the
player, wherein the tournament data comprises data indicative of an
amount of time associated with the player's play of the game
session; and transmitting to a game controller, after a delay in
communications with the game controller, the tournament data
associated with the game session.
2. The method of claim 1, wherein the tournament data further
comprises data indicative of payment information associated with
the player.
3. The method of claim 2, further comprising: storing, in the
memory within the secure perimeter of the player device, one or
more cryptographic keys.
4. The method of claim 3, further comprising: encrypting the
payment information associated with the player to define the data
indicative of the payment information.
5. The method of claim 2, wherein the payment information
associated with the player comprises credit card information.
6. The method of claim 2, wherein the transmitting is conducted
after completion of the game session.
7. The method of claim 1, wherein the tournament data further
comprises data indicative of input provided by the player during
play of the game session.
8. The method of claim 1, wherein the delay in communications is
caused by latency problems in a network utilized for communications
between the player device and the game controller.
9. The method of claim 1, wherein the tournament data is compared,
by the game controller, to timing information associated with the
communications between the player device and the game
controller.
10. The method of claim 1, wherein the player device comprises a
set-top box.
11. The method of claim 1, wherein the player device comprises a
mobile terminal.
12. The method of claim 11, wherein the mobile terminal comprises
one or more of: (i) a laptop computer; (ii) a Personal Digital
Assistant (PDA) device; (iii) a telephone; and (iv) a video game
terminal.
13. A method comprising: receiving, at a game controller and from a
device associated with a player of a game, an indication of
tournament data associated with a session of the game played by the
player, wherein the tournament data is stored in a memory within a
secure perimeter of the player device, and wherein the tournament
data comprises data indicative of an amount of time associated with
the player's play of the game session; and determining if the
player qualifies to win a prize, at least by comparing a portion of
the secure tournament data to tournament data received from other
players participating in the tournament.
14. The method of claim 13, wherein the tournament data comprises
data indicative of payment information associated with the
player.
15. The method of claim 14, wherein the payment information
comprises encrypted payment information.
16. The method of claim 14, wherein the payment information
comprises credit card information.
17. The method of claim 13, wherein the receiving is conducted
after completion of the game session.
18. The method of claim 13, wherein the tournament data comprises
data indicative of input provided by the player during play of the
game session.
19. The method of claim 13, further comprising: determining, at
least by comparing the tournament data to timing data associated
with communications between the game controller and the player
device, that the player should not be penalized for effects due to
latency.
20. The method of claim 13, wherein the receiving occurs after a
delay in communications with the player device.
21. The method of claim 20, wherein the delay in communications is
caused by latency problems in a network utilized for communications
between the player device and the game controller.
22. The method of claim 13, wherein the player device comprises a
set-top box.
23. The method of claim 13, wherein the player device comprises a
mobile terminal.
24. The method of claim 22, wherein the mobile terminal comprises
one or more of: (i) a laptop computer; (ii) a Personal Digital
Assistant (PDA) device; (iii) a telephone; and (iv) a video game
terminal.
25. A method of using a distributed electronic tournament system in
which a plurality of remotely located players participate in a
tournament through input/output devices connected to a central
controller which manages the tournament, comprising: uniquely
identifying a player communicating with the central controller via
an associated input/output device; allowing the player to
participate in the tournament via the associated input/output
device upon payment of an entry fee by the player, the tournament
occurring within a time window; receiving, at the central
controller and from the associated input/output device, and after a
delay in communications with the associated input/output device, an
indication of tournament data associated with a session of a game
of the tournament played by the player, wherein the tournament data
is stored in a memory within a secure perimeter of the associated
input/output device; and determining if the player qualifies to win
a prize, at least by comparing a portion of the secure tournament
data to tournament data received from other players participating
in the tournament.
26. A system comprising: a user interface via which a player may
participate in a tournament by playing a session of a game
associated with the tournament; a secure memory storing tournament
data associated with the game session, wherein the tournament data
comprises data indicative of an amount of time associated with the
player's play of the game session; a communication device operable
to conduct communications with a remote game controller; and a
controller operatively coupled to the user interface, the secure
memory, and the communication device, and adapted to: cause the
secure memory to store the tournament data; and cause the
communication device to transmit, to the remote game controller,
and after a delay in communications with the remote game
controller, the tournament data.
27. The system of claim 26, wherein the system comprises a mobile
terminal.
28. An apparatus, comprising: a processor; and a storage device in
communication with the processor and storing instructions adapted
to be executed by the processor to: store, in a secure perimeter of
the storage device, tournament data associated with a session of a
game played by a player, wherein the tournament data comprises data
indicative of an amount of time associated with the player's play
of the game session; and transmit, to a game controller, and after
a delay in communications with the game controller, the tournament
data associated with the game session.
29. A medium storing instructions adapted to be executed by a
processor to: store, in a memory within a secure perimeter of a
device associated with a player of a game, tournament data
associated with a session of the game played by the player, wherein
the tournament data comprises data indicative of an amount of time
associated with the player's play of the game session; and transmit
to a game controller, after a delay in communications with the game
controller, the tournament data associated with the game
session.
30. An apparatus, comprising: a processor; and a storage device in
communication with the processor and storing instructions adapted
to be executed by the processor to: receive, at a game controller
and from a device associated with a player of a game, an indication
of tournament data associated with a session of the game played by
the player, wherein the tournament data is stored in a memory
within a secure perimeter of the player device; and determine if
the player qualifies to win a prize, at least by comparing a
portion of the secure tournament data to tournament data received
from other players participating in the tournament.
31. A medium storing instructions adapted to be executed by a
processor to: receive, at a game controller and from a device
associated with a player of a game, an indication of tournament
data associated with a session of the game played by the player,
wherein the tournament data is stored in a memory within a secure
perimeter of the player device; and determine if the player
qualifies to win a prize, at least by comparing a portion of the
secure tournament data to tournament data received from other
players participating in the tournament.
Description
[0001] The present application is a continuation of U.S. patent
application Ser. No. 10/159,945, filed May 30, 2002, entitled
"SYSTEM AND METHOD FOR FACILITATING PLAY OF A VIDEO GAME VIA A
WEBSITE"; which:
[0002] (i) claims the benefit of Provisional Patent Application
Ser. No. 60/337,993, filed Dec. 03, 2001, entitled "SKILLGAMES
POINTS BALANCING"; and
[0003] (ii) is a continuation-in-part application of U.S. patent
application Ser. No. 09/768,567, filed Jan. 24, 2001, and entitled
"DATABASE DRIVEN ONLINE DISTRIBUTED TOURNAMENT SYSTEM", and which
issued Jul. 30, 2002 as U.S. Pat. No. 6,425,828, which is a
continuation application of U.S. patent application Ser. No.
09/028,781, filed Feb. 24, 1998, entitled "DATABASE DRIVEN ONLINE
DISTRIBUTED TOURNAMENT SYSTEM", and which issued May 01, 2001 as
U.S. Pat. No. 6,224,486, which is a continuation application of
U.S. patent application Ser. No. 08/635,576, filed Apr. 22, 1996,
entitled "DATABASE DRIVEN ONLINE DISTRIBUTED TOURNAMENT SYSTEM",
and which issued Jul. 14, 1998 as U.S. Pat. No. 5,779,549.
[0004] Each of the above-referenced applications is incorporated by
reference herein in its entirety.
FIELD OF THE INVENTION
[0005] The present invention relates generally to games, and more
particularly to video games that are capable of being played via a
Web site.
BACKGROUND
[0006] Online gaming Web sites allow participants to "meet" in
cyberspace, competing at a virtual location accessible to any
player at any time. However, there are drawbacks that exist in such
online group play of video games and video game tournaments. For
example, players of relatively lower skill level or that achieve
relatively lower success when competing in a group video game or
game tournament may become discouraged and refrain from play. Such
a problem may be particularly acute if the game or tournament is
being played for a prize. A player who does not often win a prize
or come close to winning a prize because the player's skill level
or luck is below that of other players may become discouraged,
depressed, or even angry that they are not able to win prizes like
they want to.
[0007] Unhappy players are detrimental to the development and
maintenance of a successful and popular gaming Web site. For
example, unhappy players may complain to their friends or relatives
and convince them to stop patronizing the gaming Web site. Unhappy
players themselves may stop patronizing the gaming Web site or
contact the Web site's customer service department frequently, thus
increasing the costs for the Web site. The avoidance of unhappy
players may be of particular concern to a gaming Web site that
collects entry fees from players that participate in games or
tournaments or whose revenue depends on advertising monies that are
generated based on the number of players patronizing the Web site.
Accordingly, there is a need to minimize the number of players that
become unhappy as a result of their poor performance during play of
a game or tournament on a gaming Web site.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] FIG. 1 is a block diagram of a distributed electronic
tournament system in accordance with one embodiment of the present
invention.
[0009] FIG. 2 shows one embodiment implementing the present
invention.
[0010] FIG. 3 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
uniquely identifying a player.
[0011] FIG. 4 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
responding to payment of an entry fee.
[0012] FIG. 5 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
accessing player information collected from prior tournaments.
[0013] FIG. 6 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
awarding a player a prize.
[0014] FIG. 7 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of a
player playing in a specific game session with a fixed start
time.
[0015] FIG. 8 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
processing payment.
[0016] FIG. 9 is an illustration of a Web page in accordance with
one embodiment of the present invention.
[0017] FIG. 10 is a flow process that illustrates a method, in
accordance with one embodiment of the present invention, of
providing a bonus to a player based on a player rating and a
threshold rating.
[0018] The numerals in FIGS. 1-10 are assigned to similar elements
in all the figures. Embodiments of the invention are discussed
below with reference to FIGS. 1-10. Those skilled in the art will
readily appreciate that the detailed description given herein with
respect to these figures is for explanatory purposes, as the
invention extends beyond these limited embodiments.
DETAILED DESCRIPTION OF THE INVENTION
[0019] An object of the present invention is to provide methods and
devices for effectively operating multiple database-driven
distributed electronic game tournaments for remotely located
players. The present invention provides numerous advantages over
existing tournament systems; such as simplifying the collection of
entry fees and the payment of prizes, as well as allowing for
rating and handicap systems.
[0020] Another object of the present invention is to provide
methods and systems for minimizing the number of players that do
not obtain any benefit as a result of their participation in a game
or tournament through a gaming Web site.
[0021] In the invented system, players pay entry fees for the right
to compete for substantial prizes in electronic tournaments. Unlike
existing tournament systems, the present invention allows for the
coordination of multiple tournaments, making each tournament part
of a whole rather than a stand-alone individual event.
[0022] In one preferred embodiment, a central controller manages
the tournament system, coordinating both the players and game
software with which the players compete. The system uniquely
identifies each player as they log on, authenticating the
associated input/output device that is connected to the central
controller. This unique identifier allows other players to know
whom they are competing against. Each player typically pays the
system an entry fee before participating in a particular
tournament, with payment delivered through the associated
input/output device. The tournament begins and ends within a fixed
time window, typically measured in hours or minutes.
[0023] After each tournament is over, the system evaluates player
performance, awarding prizes to those players achieving
pre-established performance levels.
[0024] Due to the complexity of coordinating multiple tournaments,
one embodiment includes the use of a database. In this embodiment
the central controller accesses the database to store player
information that is generated as the player participates in the
tournament. Such information is available for use in a subsequent
tournament, which is administered by the controller and in which
the player participates.
[0025] In another preferred embodiment with the central controller,
each tournament game is broken down into a series of game sessions
in which players must qualify in one game session in order to be
eligible to play in the next. This elimination format significantly
increases tension and enhances excitement in the games, since only
the best players are left fighting for the top prizes in the final
game session. In such an embodiment, each subsequent game session
has at least one fewer player than a previous game session.
[0026] Other aspects and advantages of the present invention will
become apparent from the following detailed description, which,
when taken in conjunction with the accompanying drawings,
illustrates by way of example the principles of the invention.
[0027] FIG. 1 shows a distributed electronic tournament system 100
with a central controller 102 connected to a number of input/output
(I/O) devices, 104 and 106, in the present invention. The
input/output device may be a video gaming console, a personal
computer, handheld electronic device, and the like. The central
controller may be a workstation, a minicomputer, or other type of
computation device, typically in the form of a server computer
connected to a public or private network. The I/O devices are
remotely located from the central controller to allow participation
in a tournament to be distributed. The I/O devices preferably are
connected to the central controller, at least when the I/O devices
are involved in games. Such connection may be through a wireless
telecommunication network or through a ground-based network 108,
such as the Internet. While online, the I/O device typically
communicates with the network via a public or private switched
network such as the circuit switched public telephone network. The
central controller has software which it uses to manage the
tournament. In one preferred embodiment, the I/O devices are
personal computers connected to an online service such as America
Online. The central controller is a workstation computer on America
Online that coordinates the tournament activities.
[0028] The tournament databases are preferably relational, in which
fields from one database are linked to fields of at least one other
database. These databases are controlled by a database management
system (DBMS) which organizes, stores, and retrieves the
tournament's data/information. The DBMS communicates with the
operating system to read data from the storage device. The database
is associated with or resides at the central controller.
[0029] The operating system software runs the central controller
hardware and controls and coordinates all of the tournament
software applications. These software applications include programs
for running the tournament games, registering players, accepting
entry fees, and coordinating prize payment. Tournament games might
be commercially available software programs such as Microsoft
Golf.TM., or proprietary game software designed exclusively for
online tournament play.
[0030] The above hardware and software are configured to implement
the tournaments in the present invention. Each tournament has a
game format, one or more game sessions, and challenges as will be
described in more detail later. The game format is the broad
category that describes the type of game being played.
[0031] Typically, the database system is managed by the central
controller and communicates with the game software used to conduct
the actual tournament. The game software handles operational issues
such as displaying the game format on the I/O device screen,
calculating scores, controlling player access to tournaments,
etc.
[0032] FIG. 2 shows one embodiment 200 implementing the present
invention. Although the control of the operations of the I/O
devices and the central controller are typically incorporated into
software code, such operations can also be embodied in hardware
circuits to implement the invention. The embodiment 200 includes:
(1) process steps 202 for uniquely identifying a player, who
communicates with the central controller via an associated
input/output device; (2) process steps 204 responsive to payment of
an entry fee by a player for allowing the player to participate in
a particular tournament via an associated input/output device; (3)
process steps 206 for accessing a tournament database to store
player information that is generated as the player participates in
the tournament, such information being available for use in a
subsequent tournament, which is administered by said controller and
in which the player participates; and (4) process steps 208 for
awarding a player a prize for achieving a pre-established
performance level.
[0033] These process steps are typically implemented by the central
computer controller in order to make tournament operations faster
and more cost efficient. A number of different preferred
embodiments of the above steps will be described to provide a
general view of methods to implement each set of process steps. The
different ways serve only as examples. After the general overview,
more detailed descriptions and examples follow.
[0034] The process steps 202, as shown in FIG. 3, for uniquely
identifying a player preferably include the steps of a player
establishing 300 an online connection between the I/O device and
the central controller. The player enters 302 a unique identifier
through the associated I/O device. The identifier is assigned by
the central controller or chosen by the player. The identifier can
be his name, social security number, account number, password of
his choosing, etc. It is important to note that although the player
may be uniquely identified to the central controller, he may at the
same time remain anonymous with respect to the other competitors in
the tournament. The unique identifier is then communicated 304 to
the central controller via the communication network. The central
controller accesses 306 a database and searches 308 the records to
determine whether or not the identifier already exists. If the
record already exists, the player is identified 310; when the
record does not already exist the registration process 312 begins
in which the player enters 314 information such as name, age,
address, payment preferences, etc. The central controller generates
316 a unique identifier for the player and stores 318 it in the
database.
[0035] In one embodiment, a player must pay an entry fee to the
central controller through the associated I/O device before he is
allowed to participate in a tournament. The process steps 204, as
shown in FIG. 4, responsive to the payment of an entry fee to a
tournament typically include the steps of the central controller
requesting the player to enter 350 payment information into the I/O
device. Details of payment methodologies are described below in
more detail. The payment information is communicated 352 to the
central controller via the communication network. The central
controller receives and updates 354 the player's record in the
database to reflect that payment has been made and also updates 356
the player's database record to reflect that the player is eligible
to participate in the tournament. In another preferred embodiment,
the controller does not have to request information, and no payment
information is communicated to the controller. This may be because
the player has played before, and the controller is aware of the
player's preferences as described below.
[0036] After determining that the player is eligible to play, the
controller sends an acknowledgment message to the associated I/O
device. When the tournament starts, the player is able to begin
play.
[0037] FIG. 5 describes the process steps 206 for accessing a
tournament database to store player information. The central
controller accesses 400 the tournament database and then stores
into the database 402 the player's information generated by the
player as the tournament progresses.
[0038] Player information stored in the database includes entry fee
data, handicap and rating information, player performance data and
player preferences. Storing entry fee data, such as a credit card
number or bank account number, streamlines the payment process for
subsequent tournaments. When paying for a tournament, the player
simply provides his unique identifier to the central controller,
which pulls his credit card number from the database and credits
his card for the appropriate entry fee amount. Because many online
environments have yet to implement effective transaction security
protocols, reducing the number of times a credit card number is
transmitted enhances security.
[0039] Player performance data can also be carried forward from one
tournament to the next. In addition to wins and losses, performance
data can include accuracy rates, time required to answer, etc. If a
player competes in five trivia tournaments, for example, his
average accuracy rate is stored in a database. Such information is
crucial in establishing handicap systems, which level the playing
field by penalizing the better players and aiding the weaker
players. A golf handicap, for example, allows a skilled player to
compete with a relatively inexperienced player. Performance data
can also be used to generate player ratings, similar to the Elo
rating system used by the United States Chess Federation. Ratings
are numeric values that represent the skill of the player. The
central controller retrieves performance data from a database and
applies an algorithm to determine the rating. A player's rating
rises and falls depending on the results of his play. Ratings allow
tournaments to be easily segmented by skill level.
[0040] Storing performance data allows the central controller to
restrict eligibility to future tournaments. Certain tournaments,
for example, may be available only to players having obtained a
given level of performance in a number of qualification
tournaments.
[0041] A database of performance data also allows inter-tournament
prize pools in which a player is eligible for a prize based not on
the results in a single tournament, but on a combination of
tournaments. For example, in addition to a normal weekly prize,
there may be a grand prize awarded to the player winning the
greatest number of weekly prizes over a year period.
[0042] Continuity between tournaments is improved by storing player
preferences. Once a player's preference for method of prize payment
is established, for example, the central controller no longer needs
to ask how the player wants to be paid. By storing player
preferences for tournament formats, the central controller can send
tournament details to a player when any tournaments of this type
are scheduled in the future. Tournaments are also more fun for
players when data are stored as to favorite opponents, allowing the
central controller to better allocate players among tournament
sections.
[0043] After player information is stored in the database, it is
available for use in a subsequent tournament (administered by the
central controller) in which the player participates.
[0044] The process steps 208, as shown in FIG. 6, for awarding a
player a prize include the steps of the central controller
accessing 450 the tournament database to retrieve the
pre-established performance levels for the awarding of prizes. The
central controller reviews 452 the performance of each player
relative to the established performance requirements for the
awarding of prizes. Preferably, the central controller updates 454
the winning player's database records to reflect that awards have
been allocated to them. The central controller would then arrange
for distribution 456 of the prize or prizes. This distribution
process can be conducted through online or off-line methods.
[0045] Typically, the pre-established performance level is a
relative ranking among players, such as the top five scores of the
tournament. Performance criteria can also be fixed, however, with
prizes paid to any player exceeding a certain score. A trivia
tournament, for example, can award a prize to any player correctly
answering at least twenty questions. Fastest time to completion is
another way to establish performance levels.
[0046] Prizes awarded might be $100 for the player getting the top
score, $50 for the player with the second highest score, and $25
for the third highest score. Alternatively, top scores could
receive free entry fees to future tournaments, or points which may
be accumulated and converted later into prizes. Although prizes are
typically monetary in nature, prizes such as recognition may be
equally appropriate. The recognition of being able to advance from
one game session to the next game session can also be considered a
prize.
[0047] Another embodiment includes the step of determining whether
a player has qualified for advancement to the next game session.
This includes the step of the central controller reviewing the
player's score after the just-concluded game session. This score is
compared to the scores obtained by all of the other players in the
same session. Based on these scores, the central controller
produces a list of those participants qualifying for the subsequent
session. There are a number of embodiments for the qualifying
criteria, including, for example, a minimum required score, a
minimum average score over the last several game sessions, or the
maximum score within a sub-group of players in the game session.
Only those on the qualified list would be allowed to continue to
play in the subsequent game session.
[0048] The central controller generates a list of players qualified
for the subsequent game session. In one preferred embodiment, the
number of players on the qualification list is at least one fewer
than the number playing in the previous game session. Note that in
the present invention, a game session includes one or more games
with a group of players playing the games within an established
time frame. In a trivia tournament of four game sessions, the first
session may be composed of ten groups of fifty players each for a
total of five hundred players. The second game session may comprise
five groups of sixty players each for a total of three hundred
players. Although the size of the playing group has increased from
fifty to sixty, the overall number of players in the game session
has dropped from five hundred to three hundred. In this embodiment,
it is at the point of elimination that the boundary of game
sessions is defined.
[0049] In one embodiment, the central controller also prevents
those players not qualified to play from participating in a
tournament. The central controller generates a game session
password which is distributed only to qualified players. Without
the correct password, non-qualified players are unable to compete.
In one preferred embodiment, players must enter an electronic "chat
room" (of the type commonly found on most commercial online
systems) in order to obtain the game questions. Access to this room
is password protected so that only authorized players are allowed
access to the questions. The central controller might also enforce
qualification rules by terminating a player's online connection, or
by merely preventing a non-qualified player from winning any
prize.
[0050] The following illustrates a number of more detailed examples
of the tournament system. Some of these examples also show
different preferred embodiments of the system.
[0051] In terms of game formats, examples include strategy games
(chess, checkers, bridge, etc.) and puzzles (crossword, jigsaw,
etc.). Each tournament has one or more game sessions which are
sub-units of the tournament. After completion of the first game
session, one or more players may be eliminated from the tournament.
Each game session is further broken down into one or more
challenges, which are the puzzles, trivia questions, or games in
which the players compete. A trivia tournament, for example, may
have three game sessions scheduled for start times of 1:00 PM, 2:00
PM, and 3:00 PM. Each game session may have twenty challenges--in
this case multiple-choice questions. After a player completed the
twenty questions of the first game session, the central controller
would determine whether or not the player had qualified to advance
to the next round at 2:00 PM. After the twenty questions of the
3:00 PM game session a winner would be determined and prizes would
be awarded. In another example, a golf tournament may be held in
which there is one game session and nine challenges--in this case
nine holes of electronic golf. The player's score for the
tournament is simply the total number of strokes taken to complete
the nine holes.
[0052] Each game session takes place within a fixed time window,
and thus has an established start and stop time. The first game
session of the puzzle tournament, for example, may start at 1:00 PM
and end at 3:00 PM. For some game formats, however, all players do
not have to start and stop at the same time. Some players may start
later than others, and some players may finish earlier than others.
As the tournament progresses, more and more players are eliminated.
Although the final game session typically determines the winners
for the tournament, merely advancing from one game session to the
next may qualify the player for a prize or recognition. Typically,
game sessions become progressively harder as the tournament
continues.
[0053] Although the above preferred embodiments have described
tournaments based on games of skill, the same tournament structure
is equally applicable to games of chance or to games that involve a
combination of skill and chance. Computer golf games, for example,
require a great deal of skill in the form of hand/eye coordination,
but may also contain elements of chance, such as a randomly
generated wind speed.
[0054] In one preferred embodiment, the number of players for each
game session has no upper limit and is constrained only by the
availability of I/O devices. In another preferred embodiment, the
number of players is restricted by an established ceiling,
restricting tournament registrations to a fixed maximum. Each
tournament thus has a number of open positions which are gradually
filled as players register. Although these positions are typically
available on a first-come first-served basis, positions can be set
aside for a select group of premium players who may be designated
as such by the central controller. These positions are held open
until a fixed time before the start of the game session. At that
preset time, the reserved positions are made available to all
players, including those not within the selected group. In a
tournament limited to one hundred players, for example, five
positions may be held for premium players. After the ninety five
open positions are filled, only registrations from premium players
are accepted. If no premium players take these positions, they may
be made available to all players twenty minutes before the start of
the first game session.
[0055] Tournaments can also accommodate team play. The unique
identifier for a player then becomes associated with an identifier
for a team so that the central controller can incorporate the
player into a team. Scores of the individual members of a team may
be averaged to generate a team score, or perhaps the top score from
each team represents the team score. In addition to a player's
database record indicating the names of any teams that he is on,
there might also be a database record for each team listing the
players that are members.
[0056] There are, of course, many different game formats that lend
themselves to electronic online tournament competition. The
following eight general categories provide a brief summary.
[0057] Dexterity games are perhaps the most common games seen in an
online environment. These games require hand/eye coordination and
are usually patterned after arcade video games or personal computer
games. Examples include martial arts fighting games or flight
simulators. Such games are often referred to as "twitch" games
since even the slightest mistake in coordination can prove fatal to
a player's chances. Another category of dexterity games is sports
games. Computer golf, for example, is played on millions of
personal computers. Players enter parameters such as the type of
club used, the placement of their feet, the force with which they
hit the ball, the direction of the shot, etc. The computer
calculates where the ball should go and displays the new ball
position on the screen of the I/O device. In an online tournament,
players might compete in a "closest to the pin" tournament. The
above parameters would be sent to the central controller which
calculates where the ball landed. The player whose ball lands
closest to the pin, for example, may win a prize or qualify to
advance to a subsequent game session.
[0058] The game of golf also lends itself to hole-in-one
competitions. For his entry fee, each player gets five virtual golf
balls to hit. Starting from a given par three hole, any hole-in-one
is awarded with a prize. To prevent players from eventually
discovering the optimal mix of parameter inputs (foot placement,
force of swing, etc.), game characteristics such as pin placement,
tee location, and sand trap location could be varied for every
tournament. Course configurations would be stored in the tournament
database for every course.
[0059] Another popular electronic game format involves answering
questions with deterministic answers, such as trivia games. Players
are presented with questions that have a definite answer. This type
of game format is particularly well suited to online tournaments
since the amount of information exchanged between the central
controller and the I/O devices is minimal due to the text-based
nature of the game. A question might require the player to type in
the correct answer, or select from a list of potential answers.
Linked to the tournament database would be a database devoted to
storing questions and answers, from which trivia tournaments would
extract questions. In addition to thousands of questions and
answers, this database would contain fields for the category of
question (sports, movies, geography, etc.), the date in which the
question entered the database, the number of times the question had
been used, the difficulty of the question (predicted by the
tournament organizers), and a list of tournaments that had already
used the question. This last database field is especially important
given the time and expense associated with creating questions and
answers, since the re-use of some questions is almost inevitable.
While tournament organizers obviously do not want to have players
seeing questions for the second time, they also do not want to
throw out a question that only a small percentage of potential
tournament participants have seen. Databases provide the best
compromise since it is possible to track exactly which tournaments
(and thus what players) have seen a question. When questions are
selected for a given tournament, the database would be searched to
see whether any player in this tournament had participated in
another tournament which had already seen the question.
[0060] Databases also make possible tournaments in which teams of
players each gets different questions. On a four player team, the
first team member may get the most difficult question while the
fourth member of the team may always get the easiest question. The
database would simply match the difficulty of the question with
player team status.
[0061] With dozens of tournaments occurring simultaneously, and
players competing in multiple tournaments at the same time, another
function of the tournament database is to track which players are
entered in what tournaments.
[0062] Prediction games are also gaining popularity in online
environments. These games involve the player predicting the outcome
of a future event, such as the price performance of a stock over
the next thirty days or the temperature of a group of cities the
following day at noon. Because player selections must be stored
until the event in question has transpired, a database is an
essential component of the tournament. The database is especially
useful for prediction tournaments in which the player chooses from
a selection of target performance levels. Players in a weather
prediction tournament might choose five cities from a selection of
one hundred, and may also choose the hour at which their
temperature prediction is to be assessed for each chosen city. The
database would contain fields for possible cities, chosen cities,
temperatures, and times.
[0063] Puzzle games have been popular for many years. Examples
include crossword puzzles, jigsaw puzzles, Rubik's Cube.TM., etc.
In one embodiment, the puzzle is posted on the World Wide Web at
noon on Saturday. Players submit their answers to the game
controller with the first three correct responses receiving a prize
or advancing to a further game session. In a jigsaw puzzle
competition, teams of players compete to put together an electronic
jigsaw puzzle in the shortest time. A puzzle database tracks which
players are on which teams, and prevents unauthorized players from
participating in puzzles.
[0064] Strategy games are also well represented in online
tournaments, partly because there have been parallels in the
off-line world for so many years in the form of tournament chess,
backgammon, bridge, etc. Although the result is a discrete
win/lose/draw, the manner in which the player attains the result is
critical. There is no such thing as a "correct" answer. An online
chess tournament might start with sixty-four players, dropping to
half that number each game session as players are eliminated.
[0065] Support for complex pairing/matching systems is one of the
key benefits provided by tournament databases. After each game
session of a Swiss-system (non-elimination) chess tournament, for
example, players must be paired again with a different opponent.
Information such as the number of previous wins/losses, the color
allocation, and the rating of the player all must be incorporated
into the pairing in order to ensure the fairness of the
competition. Databases also offer the ability to incorporate player
preferences into the pairings, allowing a player to list preferred
opponents, or people with whom he would rather not play.
[0066] Because some strategy tournaments such as chess take place
over days or even weeks, database systems are especially useful in
maintaining order. These databases can communicate with an email
system to provide a tournament coordination system in which players
are being constantly informed as to when and with whom their next
game is scheduled.
[0067] Judgment games require human judgment to establish who will
advance to the next game session or win a prize. Examples include
essay writing tournaments or art tournaments. Because these forms
of competition have no "correct" answer, they obviously cannot be
evaluated by computer and so require the participation of human
judges. In an exemplary essay writing tournament, players submit a
short essay for scoring by a panel of three judges. The average of
these three scores is then compared with the scores of other
participants. The top ten percent of the scores, for example, could
qualify to advance to the next game session in which a new,
possibly more lengthy or detailed essay, was submitted. Judgment
tournaments are not restricted to text-based entries. In a skating
tournament, participants could videotape their skating performance
and send a digitized version to the central controller for judging
in much the same way that the written essays were submitted.
[0068] The database record for every tournament participant might
contain all of their submissions to judgment tournaments. This
would prevent a player, for example, from submitting the same essay
to more than one essay tournaments since all essay submissions
could be checked against past submissions.
[0069] Databases of judges scores would allow tournament organizers
to check the comparability of their scores, determining whether one
judge was consistently giving low marks, or whether some judges
were giving excessively high marks to a particular player.
[0070] Tournaments can also be based on games of luck or chance in
which a player has no control over his progression through the
tournament. One example is a slot machine tournament in which
advancement to the next game session depends on the slot machine
payout over the current game session. Since the slot machine payout
is determined randomly, each participant in the tournament has the
exactly same chance to win. A database of all slot machine outcomes
would of course be helpful in verifying the randomness of the
algorithms used to create the outcomes.
[0071] Lastly, tournaments in which time to completion is the
primary method of differentiating among players are also popular.
One example is electronic car race simulations in which the
shortest lap times receive prizes or awards. A tournament might
consist of ten laps around a track, with the shortest time to
completion declared the winner.
[0072] Many games, of course, exhibit characteristics from two or
more of the above categories. A poker tournament, for example,
contains elements of both strategy (the way you bet) and luck (the
cards you draw).
[0073] Tournaments may be held contemporaneously with a live event.
A trivia tournament, for example, could be based on a popular
television situation comedy with questions based on the actions of
characters in the show. Questions could also be asked regarding the
anticipated actions of the show's characters, creating a prediction
format for the tournament.
[0074] In one preferred embodiment, there may be several different
game formats represented in a tournament or game session. A
tournament, for example, may start with three groups of
players--one group answers trivia questions, the next solves a
crossword puzzle, while the last group plays electronic football.
Qualification to advance to the next game session is based on a
player's performance relative to the mean performance of their own
group. Each player's score is normalized by converting it into a
number of standard deviations above or below the mean. Comparisons
are then made among players competing in entirely different games.
Any player scoring better than one standard deviation above the
mean of his group qualifies for advancement to the next round. In
addition to the normalization process, standard deviations can be
subjectively adjusted by some numeric constant in order to reflect
a perceived difference in the difficulty of the different game
formats.
[0075] Another variation is to have competitors play the same game
format, but with different game parameters. In a golf game, for
example, the trajectory of the ball may be affected by wind speed,
humidity levels, slickness of the grass, etc. Two competitors
hitting a ball with the same club using the same force and the same
foot placement might have their ball land in a different spot due
to the different game parameters. The wind for one player's shot my
be five miles per hour out of the East, while the second player
faced a wind speed of twenty miles per hour out of the South.
[0076] In another embodiment, the difficulty level of a game
session is adjusted as the game session is played. In a
conventional trivia tournament, for example, the difficulty of the
questions is determined in advance. A tournament might have a
series of ten questions that are prepared before the contest. A
prize may be awarded to the player with the best score. If there
are a large number of participants, however, there may be a number
of perfect scores at the end of the contest. In order to increase
the probability that there is only one winner at the end, more
difficult questions can be used. The problem with this strategy,
however, is that less skilled players will feel frustration because
of their poor performance. Ideally, questions would become more
difficult only if it seemed as though there was a chance of
multiple perfect scores. This would allow easy or moderate
questions at the beginning of the game to make beginners feel more
comfortable, while allowing for more difficult questions to be
included if more differentiation is required. Reflexive software
provides just such a solution. A pool of game questions are
assigned a difficulty level in advance. The first question of the
contest is always fairly easy, but the difficulty of subsequent
questions is based on the accuracy rate achieved on prior
questions. If players are doing well, the questions get harder.
Although these techniques are well suited to trivia games, they are
also applicable to almost any other game format.
[0077] In one embodiment, the time window for a game session has a
fixed end time, which means that all the games within the game
session must be completed by a certain time. The fixed end time for
the game session could be applied only to players in contention for
prizes. In a crossword puzzle tournament, for example, after the
fixed end time for the final game session has been reached the
winners have already been determined. Players who have not yet
finished the puzzle can of course continue to work on it beyond the
fixed end time, although they are out of contention for prizes.
[0078] In another embodiment, the time window for a game session
has a fixed start time, which means that all the games or questions
within the game session start at the same time. As an example,
trivia games preferably should have a fixed start time since a
player who starts later would have the advantage of knowing the
questions posted to players who had started earlier. This would
give the later player the ability to look up the answers in advance
of answering them himself, resulting in an unfair advantage. Not
all game formats require a fixed start time. Dexterity game
formats, for example, may involve a staggered start of players. In
a closest to the pin golf tournament, a player beginning after
another player has finished is at no particular advantage or
disadvantage.
[0079] One embodiment notifies a player of impending start or end
times for tournaments. FIG. 7 shows an example of such a
notification process 550 for a tournament with a fixed start time.
In that example, the game session has a number of game formats.
First, the player enters 552 the game format he prefers to play via
the associated I/O device. The preference is communicated 554 to
the central controller, which registers 556 the preference. When
the game session is five minutes from starting, the central
controller sends a start message 558 to the I/O device of the
player through the communication network. This communication would
typically be electronic mail, although it could take other forms
such as audible or visual alerts. Similar mechanisms may be used to
alert the player who a game session is about to end.
[0080] Note that the game software described does not have to
reside completely at the central controller. Part of the game
software may reside in the central controller and part of it may
reside within the I/O device. This configuration can be implemented
in a client/server environment. In the case of an online tournament
golf game, for example, if the client/server model is not used then
the I/O device acts as a dumb terminal. All of the game software
resides on the game controller (server machine), receiving input
from the I/O device and sending back the results. The game
parameters such as club selection and force of swing are
transmitted to the game controller which calculates the new
position of the ball. A graphics screen depicting the new ball
placement is then downloaded to the I/O device. Because the
downloading of detailed graphics screens is such a
bandwidth-intensive function, the time of transmission is normally
long. Players are forced to wait for a period of time even with
relatively fast modems. Although increasing modem speeds are
beginning to alleviate these delays in the transmission of
graphics, game software graphics usually increase in screen
resolution (and hence bandwidth requirement) as new versions are
released, partially counteracting the hardware improvements.
[0081] Switching to a client/server model for bandwidth-intensive
functions may be more appropriate. In the case of the golf game
described above, much of the game software can be handled by the
I/O device. The I/O device would send the game parameters up to the
central controller which would calculate the coordinates of the new
ball position. These coordinates would then be sent back down to
the I/O device where the game software would generate the graphics
display of the new ball position. The time of data transmission is
dramatically reduced since no bandwidth intensive functions
(transmission of graphics) are required.
[0082] There are many different ways for a player to pay his entry
fee. In one preferred embodiment, the process steps 204 responsive
to payment of an entry fee include the step of providing a number
of payment options for the player before he participates in a game
session. Payments may be processed non-electronically, such as with
cash or checks, or may be communicated electronically with the
online transmission of credit card number, digital cash, debit card
number, or bank account information for electronic fund transfers.
Players may also register any one of the above electronic payment
methods with the central controller and then simply use a unique
payment identification number for future transactions. A player,
for example, could register his credit card number and a password
with the central controller. From that time forward, the player
would only have to present his password for payment. The central
controller would look up the password to find the player's credit
card number and would bill the card for the tournament entry fee.
This preferred embodiment has the added advantage of eliminating
the need for secure transmission of the payment information. A
hacker intercepting the player's payment communication with the
central controller would get only the password, not the more
valuable credit card number. The password has little value as any
winnings obtained from the use of another player's account would be
credited to that player's credit card and thus would not benefit
the hacker.
[0083] FIG. 8 shows another type 600 of payment option in which the
player approves automatic payments. The player first chooses a
preferred method of payment, such as by credit card. This
preference is stored 602 at the central controller. The payment
option is then activated 604 by any tournament activity by the
player. If the player's unique identifier is used in tournament
registration, his credit card is automatically charged for the
appropriate amount.
[0084] The entry fee can also be tied to the amount of time that
the player participates in the tournament--the longer he plays, the
larger the entry fee. In this preferred embodiment, the tournament
system keeps track of the amount of time the player spends in the
tournament, billing the player at the end of the tournament. This
procedure may be applicable in a flight simulator tournament in
which players score points for perfect landings. The more time the
player spends at the simulation, the greater the number of
opportunities to land.
[0085] Much like a student who must complete required pre-requisite
courses before attending higher level classes, participation in
some tournaments may require a confirmation of the player's
performance data. Entry into the Star Trek Master's tournament, for
example, might require previous participation in at least five of
seven Star Trek category tournaments. When the player tries to
register for the Master's tournament, the central controller looks
up the player's unique identifier to check past performance data.
If the performance data do not meet the criteria of the tournament,
registration is denied. The player is given a list of the missing
qualifications, as well as the starting times of future tournaments
that would satisfy those criteria.
[0086] Prior tournament history can also be used to handicap
players. In registering for a golf tournament, for example, part of
the registration process involves the central controller checking
to see whether the player has won any prior tournaments, or whether
he has simply played in many tournaments. The player receives a
handicap value from one to ten, depending on his level of
experience. When the tournament starts, players with the most
experience start from the tees farthest away from the pin, and face
the strongest winds.
[0087] A database system allows for creative applications of a
common prize pool, which is a set of prizes not associated with a
particular tournament. If there are ten trivia tournaments, for
example, there could be a prize for the longest string of
consecutive correct answers. This could be the longest string
within a given tournament, or it could span tournaments so that a
player finishing a tournament with a string of correct answers
could continue this string in the next tournament he enters. The
common prize pool thus spans a number of individual tournaments.
Other criteria that could be used include the greatest number of
standard deviations above the mean, the greatest number of standard
deviations above the lowest score, the best score by a senior
citizen, the most consecutive correct answers by a player under
thirty years of age, etc.
[0088] Databases also allow for entry fees to be paid based on the
actions taken within the tournament. In a hole-in-one tournament,
players could hit as many balls as they want to, but would be
charged for each ball that they hit. In this respect, entry fees
are no longer paid in advance, but after the tournament. The number
of balls hit can be stored in a database so that the player can
participate in multiple tournaments before paying.
[0089] Tournament promotions can make extensive use of the
information contained within the tournament database. Electronic
mail about future bridge tournaments, for example, can go out to
any player participating in at least two bridge tournaments in the
last year. Tournament databases would also be valuable to companies
promoting goods and services. Star Trek.TM. videos, for example,
could be marketed to those players competing in at least three Star
Trek.TM. tournaments per year.
[0090] Player complaints about activity from prior tournaments are
easily handled by the tournament database. If a player complains
that he has not received payment for a tournament victory six
months prior, the central controller would pull up the database
record for that tournament to see if the player was indeed one of
the winners. If he was, the central controller would then access
the player's database record to discover whether or not he had be
paid.
[0091] Normally, tournament prizes are established before the
tournament begins. In one preferred embodiment, however, the prizes
for a game session depend on the number of players participating in
the game session--the more players participating, the larger the
prizes.
[0092] In another preferred embodiment, each I/O device includes
secure memory (RAM, ROM, EPROM, EEPROM, and the like) for storing
tournament data. This memory is contained within a secure
perimeter, which may include physical, electronic, or a combination
of physical and electronic features to resist tampering. For
example, physical features could include encapsulation while
electronic features could include a silicon firewall. Combination
features could include self-zeroing, or otherwise volatile memory,
or memory that electrically modifies its contents upon detection of
tampering. Such tampering might include physically stressing the
device, attempting to change the clock rate by replacing the
external power source with a battery outside allowable current or
voltage ranges, or attempting to change the clock rate by replacing
external power sources with an AC power source operating outside an
allowable frequency range. Alternatively, the secure perimeter
could be merely tamper-evident. In that case, the device might be
returned to the tournament organizers before any large prize could
be claimed. As will be appreciated by those skilled in the art, a
great variety of tamper-resistant/tamper-evident techniques can be
deployed, and will not be enumerated in detail herein. Therefore,
as a matter of convenience, terms such as "tamper
resistant/tamper-evident" or "secure" shall be understood to refer
to any of the aforementioned or other security measures throughout
this discussion.
[0093] Many tournament embodiments are improved through the use of
a secure perimeter. One example is a puzzle tournament in which the
time to solution is the critical component of the player's score.
One game session may require the player to solve ten short puzzles
with the number of seconds required to solve the puzzles being the
player's score for that game session. If there is a delay in the
communication of the player's answers, perhaps due to latency
problems in the online network, the player is penalized by factors
outside of his control. If the times of puzzle completion are
stored locally in the secure perimeter of the player's I/O device,
however, the player may not be penalized. His times would be sent
to the central controller at the end of the game session and
compared with the times registered by the game controller over the
online connection. The player would be credited with the times
registered by the processor within the secure perimeter of the I/O
device. The secure tamper-resistant nature of the secure perimeter
would prevent players from altering their times to solution before
they were sent to the central controller.
[0094] Payment information likewise benefits from the use of a
secure perimeter. An I/O device may store cryptographic keys within
the secure perimeter to encrypt credit card information before it
is communicated to the game controller.
[0095] FIG. 9 shows another preferred embodiment, in which each I/O
device includes a screen 650 having multiple windows 652, 654
thereon, with one window 652 displaying the tournament game session
in which the associated player is currently participating. The
other windows may be displaying documents that the player is
working on, while he is playing in the tournament. In one preferred
embodiment, the player may enter preferences that determine the
size of the window displaying the tournament game session. This
entering process can be similar to the player entering his game
format preference, as shown in FIG. 7. A player might opt to have
the game session window take up a small portion of the I/O device
screen at the beginning of a tournament, but expand to a full sized
window as the player advances to further game sessions of a given
tournament. Thus, the tournament window expands as the possibility
of receiving prizes increases.
[0096] In one embodiment, the database includes the following
fields, and each field includes the corresponding information: (i)
Player Information/Demographics (e.g., name, address, age, sex,
preferences, billing type, favorite tournament format, start/stop
times, opponents, language); (ii) Billing Systems (e.g., credit
card numbers of players, bank account numbers for electronic fund
transfer (EFT), digital cash accounts, total revenues, aging of
accounts receivable, desired frequency of billing, billing dates,
payment dates, mailing addresses for prize payments by check);
(iii) Tournament Information (e.g., format (trivia, strategy,
prediction, etc.), start date/time, stop date/time, duration of
tournament, scheduled breaks, scheduled times for player
notification/warning, prizes, players currently registered, players
currently logged on, cash entry fees received, credit entry fees
received, number of game sessions, player qualification
requirements, requirements for advancement to subsequent game
sessions); (iv) Player History (e.g., list of tournaments played,
prizes won, average score, number of times in final round, average
time to answer, entry fees paid); and (v) Question/Parameter/Answer
Database (e.g., format (trivia, strategy, etc.), creation date,
difficulty, number of times it has been used, tournaments that it
has been used in, scheduled deletion date, percentage of correct
responses, parameter values (wind speed, speed of greens, etc.),
results of prediction variables).
[0097] The above-described database fields are not meant to be a
comprehensive description of a tournament database system. It will
be understood by those skilled in the art of tournaments that there
are many other possible variations.
[0098] According to some embodiments, the invention may be
implemented via a gaming Web site or other network-accessible
gaming service. Players may log onto this Web site to (i) play
video games and/or video game tournaments (hereinafter "video
games"); and (ii) win prizes. In accordance with the present
invention the Web site may allow players to play video games and
win prizes based on the results of these video games. In such
embodiments, bonuses may be provided to players who have performed
poorly in one or more video games. Performing poorly may include,
for example, (i) not winning a prize of at least a predetermined
value during a predetermined number of rounds of a video game; (ii)
not winning a prize of at least a predetermined value during a
predetermined number of video games, (iii) not winning a prize
during a predetermined amount of time; (iv) not achieving a
predetermined level and/or number of points during a video game;
and/or (v) not achieving at least a predetermined ranking relative
to other players. The provision of bonuses to players identified as
poor players may help to motivate the poor players who may
otherwise have difficulty winning prizes.
[0099] According some embodiments, a controller may determine a
player rating for a player who plays one or more video games. As
used herein, a player rating is a measurement of a player's success
in at least one video game. This player rating may be an indication
of the player's success in at least one video game, and may be
determined based on factors such as the number of points won by the
player, the number of games played by the player, and the player's
win/loss record. For example, a player's player rating may be the
average number of points he scores per game played (e.g., the total
number of points scored divided by the total number of games
played).
[0100] In accordance with some embodiments, if a player's player
rating is worse than a threshold rating, then he may be eligible to
receive a bonus. As used herein, a threshold rating is a
measurement that is used to determine whether a player should
receive a bonus. For example, if a player has a player rating of
less than 3333 points per game, then the player may receive a
bonus. It is envisioned that a threshold rating may be set so as to
distinguish poor players (e.g., those who may deserve bonuses) from
better players (e.g., those who may win prizes more often). A
threshold rating may be determined, e.g., by the controller based
on an aggregate measurement of performance by a plurality of
players. For example, a threshold rating may be set to be one
standard deviation below the mean score for players between the
ages of 19 and 23.
[0101] According to some embodiments, a bonus may include an amount
of currency and may be provided to a player whose player rating is
worse than a threshold rating. A bonus may also include, for
example, an amount of money (e.g., US dollars) and/or an amount of
an alternate currency. As used herein, an alternate currency is a
currency other than money. Examples of alternate currencies include
points, credits, tickets, e-gold.TM., frequent flyer miles, and
phone minutes. Note that alternate currencies may be used to
purchase products, services, and other consideration in a manner
similar to how money is used.
[0102] According to some embodiments, the value of a bonus that is
provided to a player may be based on the player's player rating and
a threshold rating. A player who has a player rating worse than a
threshold rating may be a poor player. For example, a player with a
lower player rating may receive a greater bonus. This may help to
ensure that poor players who have low player ratings are able to
enjoy playing video games and win prizes that they might not
otherwise have been able to achieve.
[0103] Applicants have recognized certain benefits that may be
derived by implementing embodiments wherein poor players are
provided with bonuses. For example, poor players may receive
bonuses that allow them to purchase prizes and may feel better
about their play. Happier players may result in increased traffic
and increased revenues for the operator of the Web site via which
the present invention is implemented. Further, a merchant or other
entity that allows players to utilize accumulated points or other
bonus currency to purchase products (e.g., using a combination of
accumulated points or other alternate currency obtained during game
play and payment not derived from game play) may benefit since the
accumulation of more points by players may result in increased
purchases of products from the merchant.
[0104] In accordance with some embodiments, a controller or other
computing device operable to facilitate play of a video game or
video game tournament may store certain information that allows the
controller or other computing device to determine whether a bonus
should be provided to a player. Such information may be stored in a
database format. For example, the controller may store a player
database, a game database, a bonus determination database, and a
bonus tracking database. Other information in addition to or in
lieu of that described herein may be utilized to determine whether
a bonus should be provided to a player. The information utilized to
determine whether a bonus should be provided to a player may be
stored in a format other than a database format. Further,
additional or different database structures may be utilized other
than the structures described herein. For example, a different
number or arrangement of databases or fields within databases may
be substituted.
[0105] A player database may store information about players who
may use the system of the present invention. According to some
embodiments, the player database may store for each player (i) a
player identifier; (ii) a corresponding player's name; (iii)
tickets remaining; (iv) points remaining; and (v) a payment
identifier.
[0106] In some embodiments, players may use tickets to pay entry
fees for games. These tickets may be purchased, or obtained through
other channels (e.g., tickets may be given away as freebies to new
players). In some embodiments, players may win points for
performing well when playing video games (e.g., a player may get
100 points for winning a hole in golf). These points may, e.g., be
used as an alternate currency that is useful in purchasing prizes
(e.g., products or services). A payment identifier may be used to
charge a player for products and services that he purchases. A
player identifier may be used to purchase at least one ticket or
pay an entry fee for a game.
[0107] Additional information may also be stored in the player
database, including a player's address, password (to provide
security), offer history, names and/or contact information of
friends (for adaptive marketing embodiments of the invention),
prizes redeemed, gaming history, player rating, or purchasing
history.
[0108] A game database may, for example, store information about
games that are played by a player. According to some embodiments,
the controller may store a game database for each player identified
in the player database. A game database may include the following
fields: (i) a game identifier; (ii) a game name; (iii) a cost of
game (e.g., in tickets); (iv) a number of points won in one or more
games or tournaments (e.g., points won or obtained in previous
games or tournaments may be usable in the present game); and (v) a
duration of game or tournament (e.g., in minutes and seconds).
[0109] A bonus determination database may store information that
may be useful in determining bonuses to be provided to players.
According to some embodiments, the bonus determination database may
include the following fields: (i) a player identifier; (ii) a total
number of points won; (iii) a total number of games played; (iv) a
player rating; (v) an indication of whether a player rating is
below a threshold rating; (vi) an identification of a bonus to be
provided to the player, if any.
[0110] Note that the number of total points won by a player may be
different from the number of points remaining in the player's
account (e.g., as stored in the player database). This may be, for
example, because a player may have spent points on purchasing
prizes. The total number of games played may be, for example, the
number of games played within a predetermined amount of time or a
number of games played in a tournament. A player rating may be any
metric of a player's success in playing games. In one example, a
player rating is calculated as the average number of points scored
by the player per game played (i.e., total points won/total games
played). According to some embodiments, a player may receive a
bonus if his player rating is below a threshold rating. The
identification of a bonus to be provided, if any, may be utilized
to determine whether to provide a bonus and, if so, what bonus is
to be provided to a player. According to some embodiments, a bonus
may be provided to a player based on his player rating and a
threshold rating.
[0111] A bonus tracking database may store information about
bonuses that may be provided to players. According to some
embodiments, the bonus tracking database may include the following
fields, identifying for each respective bonus: (i) a player
identifier for the player who may receive a bonus (e.g., may match
a player identifier in the player database); (ii) an identification
and/or a description of a bonus; and (iii) an identification and/or
a trigger. According to some embodiments, a trigger is used to
determine when a bonus should be provided to a player (i.e., the
bonus may be provided when the trigger occurs). The bonus tracking
database may also store an indication of a time when the bonus was
provided, for tracking purposes. Note that if a bonus has not yet
been provided, the time may be listed as "pending".
[0112] Referring now to FIG. 10, a process 1000 is provided that
illustrates embodiments wherein a player is provided with a bonus
based on a player rating and a threshold rating. The process 1000
begins with a step of enabling a player to play a video game (step
1010). The step of enabling a player to play a video game may
comprise registration of the player and receipt of an entry fee
from the player, facilitating game play, and the awarding of prizes
to the player if he earns a prize during game play.
[0113] Registration of a player may include identifying a player
who would like to play a video game. Identifying a player may
include receiving an indication of information from a player such
as a user name, password, home telephone number, home address,
network address (e.g., IP address), player identification number,
or credit card number. The player may provide this indication using
a player device (e.g., a personal computer). Information
identifying a player may be useful in various ways. For example: a
player's IP address may be useful in allowing the player to play a
video game over the Internet, a player's user name and password may
be useful in preventing somebody else from masquerading as the
player, and a player's home address may be useful for providing a
bonus to the player (e.g., a bonus or indication of a bonus may be
mailed to the player's home address).
[0114] According to some embodiments, registering a player may also
include receiving payment of an entry fee from a player. An entry
fee may be optional or required. Examples of entry fees include
money and other currencies. For example, a player may pay $0.25 to
play a game. In a second example, a player may pay 10 tickets to
play a game. In some embodiments, a player may purchase an
alternate currency (e.g., tickets) using money or some other form
of consideration (e.g., providing services or products, performing
activities, viewing advertisements).
[0115] According to some embodiments, a player may provide a
payment identifier to pay an entry fee for a game. Thus, the step
1010 of enabling a player to play a video game may include a step
of receiving a payment identifier from a player. Examples of
payment identifiers include a financial account number (e.g., a
credit card number, a debit card number, or a checking account
number) and a billing address. According to some embodiments, an
entry fee may be paid at various different times. Examples of when
an entry fee may be paid include: at the start of a video game,
after a game is finished, during a game (e.g., a player may be
prompted to insert payment in order to continue an ongoing game),
and/or based on a time parameter (e.g., a player may be billed at a
rate of 10 tickets per hour for playing a video game).
[0116] According to some embodiments, entry fees may be different
for different games. For example, it may cost a player 1 ticket to
play a round of game X and 6 tickets to play a round of game Y.
Further, a plurality of players may share an entry fee for a game.
For example, Alice and Bob may decide to work together to solve a
crossword puzzle. If an entry fee for a single-player crossword
puzzle is normally 4 tickets, Alice and Bob may split this fee
between them and each pay 2 tickets (alternatively, they could
split the entry fee unevenly; Alice might pay 3 tickets, while Bob
might pay 1 ticket). In the above example, if Alice and Bob win a
prize in the game, they may split the prize (voluntarily or as a
requirement of the game) using one or more agreed-upon rules (e.g.,
prize is split 50%-50%, prize is split according to ratio of entry
fees paid by the players, prize is split according to which player
scored the most points).
[0117] According to some embodiments, the controller may receive a
selection of a game that a player would like to play as part of the
step 1010 of enabling a player to play a video game. For example, a
player may use a player device to select a game that he would like
to play from a list of available games. According to some
embodiments, the controller may transmit information to a player
device to be displayed or otherwise output to a player using an
output device. For example, the controller may transmit an image of
a crossword puzzle to a player. In a second example, an audio
recording of a trivia question may be output to a player through
his cellular telephone.
[0118] According to some embodiments, the controller may receive
one or more game inputs from a player, which may affect game play,
as part of the step 1010 of enabling a player to play a video game.
For example, a player may use a keyboard on a personal computer to
answer a trivia question. In a second example, a player may use a
joystick attached to a set-top box to control a character in
Pac-Man.TM..
[0119] According to some embodiments, the controller may provide
one or more prizes to a player during a video game, as part of the
step 1010 of enabling a player to play a video game. A prize may be
any form of consideration, including currencies (e.g., money,
points), products, and services. For example, a player may score
300 points for answering a trivia question correctly in a game that
has 10 trivia questions. In another example, a player may receive
200 points for eating a ghost in Pac-Man.TM..
[0120] According to some embodiments, the controller may determine
an outcome for a video game played by a player as part of the step
1010 of enabling a player to play a video game. The outcome may be
based on inputs provided by the player as well as other factors
related to game play (e.g., rules of the game, inputs by other
players, random numbers). According to some embodiments, at least
one prize may be awarded to a player based on an outcome of a video
game. Examples of prizes include (i) money and other currencies;
(ii) products (e.g., a toaster oven); (iii) services (e.g., a free
game, access to premium gaming services); (iv) coupons or gift
certificates; and (v) any other form of consideration. According to
some embodiments, points that are obtained during play of a game
may be used as a currency to purchase prizes. For example, a player
may score points for events during a game of Pac-Man.TM. (e.g., 200
points for eating a ghost), and finish the game of Pac-Man.TM. with
a total of 3500 points. The player may then combine these 3500
points with 16800 other points that he has won to purchase a
prepaid phone card. The controller may then debit these points from
the player's account as part of a transaction. In some embodiments,
a player may combine points that are scored in multiple different
games to purchase a single prize. Points obtained based on game
events during a first game may be equivalent to points obtained
based on game events in a second game.
[0121] Alternatively, points that are obtained during play of a
game may be converted into credits or money that may be used to
purchase prizes. For example, player may score 12309 points in a
game of trivia. These 12309 points may be converted to 3200 credits
using a function or a conversion table. The player may then use
these 3200 credits to purchase prizes. According to some
embodiments, points may be converted into credits in such a manner
that results in the amount of points being converted to
approximately the same amount of credits. For example, the
following formula may be used to convert points to credits, money
or some other currency used to purchase prizes: (number of credits)
=1000+100*(points scored)/(maximum points possible in game)
[0122] Using a formula such as the one presented above to convert
points into credits may allow the controller to ensure that most
players will receive the same number of credits and poor players
will not be discouraged (e.g., all players will win approximately
1000 credits per game).
[0123] According to some embodiments, a prize of a currency may be
credited to an account associated with a player. For example, a
player may win $3 in a game of trivia. An indication of this
monetary amount may be stored in a financial account associated
with the player, as identified by a payment identifier (e.g., a
bank account number). In a second example, a player may win 3400
points in a game and these points may be credited to his account in
a player database stored by the controller (e.g., such as the
player database described above).
[0124] Returning now to process 1000, after the step of enabling
game play, a player rating is determined in step 1020. As described
above, a player rating may be a measurement of the player's success
in at least one video game. For example, an expert player may have
a high player rating, whereas an unskilled player may have a low
player rating.
[0125] A player rating may be determined based on a variety of
factors, such as (i) measurements obtained based on play of at
least one game; (ii) intra-game events; (iii) games played by other
players; (iv) activities on a game-related Web site; (v)
characteristics of the player; (vi) expected gaming activities; and
(vii) information provided by persons other than the player.
[0126] Examples of measurements obtained based on play of at least
one game include (i) number of points scored in at least one game;
(ii) time spent playing at least one game; (iii) outcomes of one or
more games played by the player; (iv) number of games played; (v)
number of games won; (vi) number of games lost; (vii) value of
prizes won in at least one game; (viii) value of entry fees paid
for at least one game; and (ix) type of games the player has played
(e.g., easy games vs. hard games). In some embodiment, other
factors related to games may be conditioned on what type of games a
player has played. For example, a player who has won points in many
difficult games and not played any easy games may receive a high
player rating. Measurements obtained based on play of at least one
game may include a player's gaming history (e.g., trends and
improvement in game scores) and information associated with
opponents who have been defeated by the player (e.g., an example of
how many opponents have been defeated by the player and/or the
relative skill of the opponents).
[0127] Examples of intra-game events that may affect a player
rating include: (i) inputs/moves made by the player (e.g., an
indication of whether the player uses big words when playing
Scrabble.RTM. or an indication of what path the player followed
through a maze); (ii) items collected by a player during game play
(e.g., power-ups in Pac-Man.RTM.); (iii) intra-game prizes won by a
player (e.g., 200 points for spelling a word in Scrabble.RTM.);
(iv) an outcome of a round of a game (e.g., scoring a strike on a
single frame in bowling); and (v) trends and improvement during a
game (e.g., the player doesn't make the same mistake every
time).
[0128] Examples of factors relating to games played by other
players include: (i) an average number of points scored by other
players on the gaming Web site; (ii) an average number of points
scored by a group of players (e.g., all the other players with the
same zip code as the player, all the other players in the player's
age group, all players who have played the same number of games as
the player); (iii) information relating to competitors of the
player (e.g., a player lost by 50 points to another player); (iv)
factors relating to teammates of the player (e.g., Alice and Bob
may team up to play a game of golf and Bob's player rating may then
be affected by Alice's score in the game); and (v) games played by
computers (e.g., a "bot" may play a game of video golf to determine
par for the course, a bot may play a game hundreds of times to
generate a score distribution for the game).
[0129] As described above, the controller may operate a Web site
that enables players to play video games. In such embodiments a
player rating may be based on factors relating to activities by a
player when using the Web site. Examples of such factors include:
(i) patterns of browsing by the player (e.g., a player who looks at
the help page often may be a novice player); (ii) patterns of
accessing information by the player (e.g., if a player checks the
high score table often, this may be an indication that he is
concerned about his performance relative to other players); (iii)
prizes viewed or purchased by the player (e.g., in embodiments
where players may use points to purchase prizes through the Web
site); (iv) a player's account balance.
[0130] Examples of characteristics of a player that may affect a
player rating include: (i) demographic information of the player
and other players (e.g., age, gender, home town); (ii) the player
device used by the player (e.g., it may be more difficult to play a
video game on a cell phone because of the limited screen space or
black and white screen); and (iii) other information that may be
stored in a player database such as the one described above.
[0131] According to some embodiments, a player's player rating may
be based on his expected gaming activities. Examples of expected
gaming activities include: (i) expected learning curve for a player
(e.g., statistics may show that older players may learn to play
action games more slowly therefore an older player may have lower
player ratings for longer periods of time until they learn how to
play action games); (ii) a commitment by a player to play video
games (e.g., a player may have accepted an offer to receive a $10
gift certificate to a retailer if he agrees to play 50 video games
in the next week); (iii) patterns of game play by the player (e.g.,
a player may log on every night at 10 pm to play video games and
usually improve his high score by 100 points).
[0132] According to some embodiments, various persons other than a
player may rate the player or provide other indications that may be
useful in determining a player rating. Examples of information
provided by persons other than the player include: (i) indications
by an employee associated with the operator of a gaming Web site
(e.g., an operator of the controller may review games that have
been played by a player to determine the player's skill level); and
(ii) indications by other players (e.g., Alice may rate Bob's play
as a 7 out of 10, while Carl may rate Bob's play as a 6 out of 10
and Bob's player rating may then be determined by averaging these
ratings from other players).
[0133] It should be noted that a player rating may be determined
based on a single game. For example, a player who gets a low score
in Pac-Man.TM. may receive a low player rating based on this game
and receive a bonus based on this player rating. Alternatively, a
player rating may be based on a plurality of games. For example,
the controller may calculate a player's average score over his last
20 games. In a second example, the controller may calculate a
player rating based on a player's top 10 scores in his last 20
games.
[0134] As described, the controller may base a determination of a
player rating on a variety of different factors. According to some
embodiments, a player rating may be calculated using a mathematical
function. This function may be based on one or more variables,
including the factors described above. Properties of functions are
known to those skilled in the art and need not be described in
detail here. Examples of functions that may be used to calculate a
player rating include: player rating=f ((number of points won),
(number of tickets spent)) (1) player rating=(total points scored
in all games)/(number of games played) (2) player rating=(total
points scored)/(number of tokens spent on entry fees) (3) player
rating=(number of games won)/(number of games played) (4) player
rating=100*(win/loss ratio) (5) player rating=3333-(number of
points won)/(number of tickets paid as entry fees) (6) player
rating=sum of [(average score in game A)*(difficulty of game A)]
where game A represents each game that is played by the player (7)
player rating (average score by a competitor of the
player)-(average score by the player) 98) player rating (total
number of points scored so far by the player)+(expected number of
points to be scored during the player's next 20 games) (9) player
rating=(average number of points scored in games #11-20)-(average
number of points scored in games #1-10) (10) player rating=average
increase in points scored per game played (11)
[0135] It should be noted that a player rating may be calculated in
variety of other ways. In some embodiments, a player rating may be
calculated using a look-up table. For example, a player's current
point total and number of games played may be used as the x and y
indices of a table. The entry located at this index in the table
may be a player rating for the player.
[0136] According to some embodiments, a first player may team up
with other players to play team games. In such team game
embodiments, a player rating for the first player may be calculated
based on the performance of the team. Example methods of
determining a player rating in such team game embodiments include:
(i) the first player may get the same rating as other players on
his team, regardless of his own contribution to the team (e.g.,
success by teammates may affect the first player's player rating);
and (ii) the first player's player rating may be determined based
on what portion of the team's success is attributable to the first
player (e.g., how many of the team's total points were scored by
the first player).
[0137] It should be noted that in some embodiments, a relatively
higher player rating may correspond to a worse player (i.e., a
player rating of 100 is better than a player rating of 200).
Alternatively, a relatively higher player rating may correspond to
a better player (i.e., a player rating of 200 is better than a
player rating of 100).
[0138] It should further be noted that in accordance with some
embodiments a minimum and/or maximum player rating may be set
(e.g., all players are rated on a scale of 1 to 10, with 10 being
the best). Alternatively, there may be no minimum or maximum player
rating.
[0139] A player rating may or may not be a numerical value. For
example, players may be rated as being either "good" or "bad". In
another example, a player rating may be a numerical value such as
an integer, a positive integer, or a real number.
[0140] A player rating may be a relative ranking. For example, a
player may have a player rating of being 121.sup.st out of 200
players. In a second example a player may have a player rating of
being in the bottom quartile of players with his level of
experience.
[0141] According to some embodiments, a player rating for a player
may be stored in a bonus determination database, such as described
above.
[0142] Returning now to process 1000, after the step 1020 of
determining a player rating the process continues to the step 1030,
in which step a threshold rating is determined. According to some
embodiments, a player rating may be compared to a threshold rating
to determine whether a player should receive a bonus. For example,
if the player rating is worse than the threshold rating, the player
may receive a bonus according to the method of the invention. In
some embodiments a threshold rating may be determined for use with
or associated with a particular player (e.g., a threshold rating
may be determined for comparison to the player rating of a
particular single player). In other embodiments a threshold rating
may be determined for use with or associated with a plurality of
players (e.g., a threshold rating may be determined and compared to
the player ratings of all players playing a particular game during
a particular period of time to determine whether those players
should be provided bonuses).
[0143] It should be noted that depending on how player ratings are
calculated, there are various ways that a player rating may be
worse than a threshold rating. In one example, a player rating that
is less than or below a threshold rating may be considered a player
rating that is worse than a threshold rating. In this example a
player associated with a greater or higher player rating may be
considered a better player than a player associated with a lesser
or lower player rating. In another example, a player rating that is
greater than or higher than a threshold rating may be considered a
player rating that is worse than a threshold rating. In this
example a player associated with a greater or higher player rating
may be considered a worse player than a player associated with a
lesser or lower player rating.
[0144] According to some embodiments, a threshold rating may be a
range of values. For example, a player may receive a bonus if his
player rating falls between 1000 and 2000. Note that according to
such embodiments, players with player ratings of less than 1000 or
greater than 2000 may not receive bonuses or may not receive the
bonuses or types of bonuses associated with the threshold rating of
value range of 1000-2000.
[0145] According to some embodiments, a plurality of respective
threshold ratings may be implemented. In such embodiments, a
different bonus or bonus type may be associated with each
respective threshold rating. For example, a first bonus may be
provided to players associated with a player ratings worse than a
first threshold rating and a second bonus may be provided to
players associated with player ratings better than the first
threshold rating but worse than the second threshold rating.
[0146] A threshold rating may be identified in a variety of
different ways. In some embodiments a threshold rating may be set
by a system administrator or other user input. For example, an
employee of a gaming Web site may operate an input device (e.g., a
computer keyboard) to input a threshold rating of 3333 points per
ticket into the controller. In other embodiments a threshold rating
may be determined by a computing device, such as the controller.
For example, the controller may determine a threshold rating using
a process specified in a computer program stored in the memory of
the controller.
[0147] According to some embodiments, a threshold rating may be
determined based on aggregate measurements of performance by
players. This determination may be based on factors similar to
those described for determining a player rating (e.g., player
characteristics, measurement of player performance, intra-game
events, etc). Examples of aggregate measurements include mean,
median, standard deviation, mode, and variance.
[0148] According to some embodiments, a threshold rating may be
determined based on one or more games played. For example, the
controller may search one or more game databases such as the one
described above and select a plurality of games to use as a sample
group. The controller may then determine a threshold rating (e.g.,
an aggregate rating) based on the plurality of games in this sample
group. For example, the controller may set a threshold rating to be
a mean score in the sample group of games. Exemplary sample groups
of games include: (i) all games player by all players on a Web
site; (ii) games played by players associated with a particular
player (e.g., determined using the first player's buddy list for
instant messaging); (iii) games played by teammates of a particular
player (e.g., a player's teammates may be determined by accessing
logs in a game database); (iv) games played by competitors of a
particular player; (v) games played by players who have a certain
level of experience (e.g., games played by players who have played
less than 30 games); (vi) games played by players who have at least
one particular characteristic (e.g., novice players, players from
Oregon, players age 50 or older); (vii) games played by all players
except for a certain group (e.g., all players except the ones who
have scored more than 1,000,000 points); and (viii) games of a
certain type (e.g., Pac-Man.TM. games, word games, gold-level
games, game types that have been played by the player).
[0149] In some embodiments a threshold rating may be determined
(e.g., by the controller) based on a determination of a
distribution of scores by players in video games. Based on this
distribution of scores, the 10.sup.th percentile may be identified
and a threshold rating set at a level such that the worst 10% of
players will receive bonuses. In other embodiments a threshold
rating may be determined (e.g., by the controller) by ranking all
players who are less than 21 years old from best to worst and a
threshold rating may be set such that the 100 worst players receive
bonuses.
[0150] In other embodiments a threshold rating may be determined by
determining the average number of points won per ticket by all
players on the Web site. A threshold rating may then be set to be
1000 points less than this average number of points won per
ticket.
[0151] In yet other embodiments a threshold rating may be set
(e.g., by the controller) such that it is one standard deviation
below the mean player rating achieved by all players in games.
[0152] In some embodiments a threshold rating may be determined
(e.g., by the controller) by determining an average number of
points scored per ticket for each video game on a Web site (e.g.,
using a game database such as the one described above) and
determining a threshold rating based on these averages and the
number of times that a particular player played each game.
[0153] In some embodiments a threshold rating may be determined
based on other players associated with a particular player. For
example, the controller may determine who a player's friends are
(e.g., using the player's buddy list for instant messaging) and set
a threshold rating to be two standard deviations below the mean
player rating of all the player's friends.
[0154] Referring again to process 1000, after the step 1030 of
determining a threshold rating, the process continues to step 1040.
A bonus is determined in step 1040. Determining a bonus may include
determining whether a bonus should be provided to the player and/or
which bonus or type of bonus should be provided to the player. As
discussed above, in some embodiments the controller may provide a
bonus to a player if a player rating of the player is worse than a
threshold rating.
[0155] According to some embodiments, a bonus may include an amount
of a currency. A currency, as used herein, is a medium of exchange
that includes monetary (e.g., U.S. dollars, Japanese yen, British
pounds) and non-monetary currency. Examples of non-monetary
currencies include: (i) points (e.g., points won by playing video
games); (ii) tickets, credits, or tokens (e.g., tickets that are
used to pay entry fees for video games); (iii) frequent flyer miles
(e.g., such as those issued by USAir.TM.); (iv) phone minutes
(e.g., such as those stored on an AT&T.TM. long distance
calling card); (v) comp points (e.g., as issued by casinos); and
(vi) other currencies that may be used to purchase products or
services from some retailers (e.g., e-gold.TM.). The term alternate
currency may be used to describe such non-monetary currencies. It
should be noted that alternate currencies such as points, tickets,
or frequent flyer miles are a subset of the category "currencies".
Alternate currencies may be used to purchase products, services,
and other consideration in a manner similar to how money is used in
society every day. In alternate embodiments, a bonus may include
one or more products, services, or discounts on products or
services, in addition to or instead of an amount of currency.
[0156] In some embodiments a bonus may be an adjustment of the
video game or the player's performance in the video game. For
example, a player may be advanced to a higher or subsequent level
or portion of a video game as a bonus. In another example, a
player's character may be provided with certain skills, powers, or
tools as a bonus. In yet another example, a player's ranking may be
adjusted to a better rating as a bonus.
[0157] According to some embodiments, a value of a bonus may be
determined. A value of a bonus may be determined based on a variety
of factors, including: (i) a player rating; (ii) a threshold
rating; (iii) measurements associated with at least one game; (iv)
intra-game events; (v) games played by players other than the
player who is to receive the bonus; (vi) activities on a
game-related Web site; (vii) characteristics of the player who is
to receive the bonus; (viii) expected gaming activities; (ix) other
benefits received by the player who is the receive the bonus (e.g.,
a player may have already received previous bonuses or other
benefits); (x) activities performed by the player who is to receive
the bonus (e.g., a player may perform an activity as specified by a
subsidizer); and (xi) other factors deemed relevant by an entity
implementing the methods of the present invention.
[0158] According to some embodiments, a value of a bonus may be
determined (e.g., by the controller) based on a player rating and a
threshold rating. For example, the value of the player rating may
influence the value of the bonus and the value of the threshold
rating may influence the value of the bonus. In such an example,
the controller may provide greater benefits to players who have
worse player ratings than other player. For example, Anne may have
a player rating of 2510 points per game, whereas Jim may have a
player rating of 2964 points per game. While both player ratings
are less than a threshold rating of 3333 points per game, Anne may
receive a bonus of 800 points while Jim receives a bonus of 300
points. This may be appropriate because Anne is a worse player and
needs more help than Jim.
[0159] According to some embodiments, a value of a bonus may be
determined based on an amount by which a threshold rating exceeds a
player rating. In such embodiments, the term "exceeds" means
"better than" (domain subjective), as opposed to literally "greater
than" (objective). Accordingly, "exceeds" means "better than"
regardless of whether a higher or lower number of points is
better.
[0160] According to some embodiments, a value of a bonus may be
determined based on a difference between a threshold rating and a
player rating. In such embodiments, the term "difference" means
"arithmetic difference" (i.e. subtraction). For example, a player
may have a player rating of 2000 and the controller may determine
that this player rating is less than a threshold rating of 3000.
The player may thus receive a bonus of 1000 points (determined by
subtracting 2000 from 3000). In another example a player may have a
player rating of 2000 points/hour and the controller may determine
that this player rating is less than a threshold rating of 3000
points/hour. The player may thus receive a bonus of 4000 points
(determined by subtracting 2000 from 3000 and then multiplying by
the number of hours that the player has been playing (4
hours)).
[0161] According to some embodiments, a value of a bonus may be
determined based on a ratio of a player rating to a threshold
rating. In such embodiments, the term "ratio" means "arithmetic
division". In one example a player may have a player rating of 2000
and the controller may determine that this player rating is less
than a threshold rating of 4000. The player may thus receive a
bonus of 600 points (determined by dividing the threshold rating
(4000) by the player rating (2000) and then multiplying by 300
points).
[0162] According to some embodiments, a value of a bonus may be
determined based on a function of a player rating and a threshold
rating. In such embodiments, the term "function" means the value of
the player rating influences the value of the bonus, the value of
the threshold rating influences the value of the bonus, and other
values may influence the value of the bonus. In one example a
player may have a player rating of 2000 and the controller may
determine that this player rating is less than a threshold rating
of 4000. The player may thus receive a bonus of 600 points
(determined by dividing the threshold rating (4000) by the player
rating (2000) and then multiplying by 300 points).
[0163] According to some embodiments, a bonus determination
database to determine and/or store a value of a bonus to be
provided to a player. One embodiment of a bonus determination is
described above.
[0164] The value of a bonus may be determined for use in
determining the particular bonus or type of bonus to be provided to
the player. In some embodiments the value of a bonus (e.g., a
monetary value) to be provided is first determined. Then a
particular bonus is selected based on that determined value. In
embodiments where the bonus is an amount of currency the determined
value of the bonus may be used directly to determine the amount of
currency to be provided to the player as a bonus. For example, if
the value of a bonus is determined to be 100, the bonus may be
determined to be 100 points or $100. The determined value of the
bonus may be converted to the amount of currency using a function.
For example, the determined value of the bonus may be multiplied by
a predetermined percentage to determined the amount of currency to
be provided to the player as the bonus. In such an example,
assuming the determined value of the bonus is 100 and the
predetermined percentage is 50%, the bonus would be determined to
be 50 points or $50 (i.e., (100)*(0.50)=50).
[0165] In embodiments where the bonus is a product or service the
determined value of the bonus may be used to select a bonus from a
plurality of available bonuses. In such embodiments the available
bonuses may each be assigned a value or range of values.
Alternatively, the available bonuses may be grouped into subsets
according to a value or range of values. In such embodiments the
determined value may be used to select a particular bonus by
selecting a bonus that is associated with a value that matches the
determined value or that is associated with a range of values into
which the determined value fits. In embodiments where the bonus is
a discount amount on the price of a product or service the
determined value of the bonus may be used to set the amount of the
discount to be provided to the customer as the bonus.
[0166] Referring again to process 1000, after the step 1040 of
determining a bonus, the process continues to step 1050. The bonus
is provided to the player in step 1050. According to some
embodiments, step 1050 may include providing the bonus determined
in step 1040 to the player. For example, assuming the bonus is an
amount of monetary currency, the amount of currency may be caused
to be deposited in a financial account associated with the player.
In other embodiments the step 1050 may include dispensing the bonus
to the player. For example, assuming the player is playing at a
device capable of dispensing tickets and the bonus is a number of
tickets, the device may be directed to dispense the appropriate
number of tickets to the player.
[0167] In some embodiments the step 1050 of providing a bonus may
include at least one of the following steps: (i) identifying a
triggering condition; (ii) crediting the bonus to an account
associated with the player; and (iii) transmitting an indication of
the bonus.
[0168] According to one embodiment, a bonus may be provided to a
player in response to identifying the occurrence of a condition.
Such a condition is referred to as a triggering condition herein
(i.e., a condition the occurrence of which causes a bonus to be
provided to a player). A triggering condition may include any
event, circumstance, or condition that, e.g., relates to a player's
activities at a gaming Web site. Providing a bonus to a player
based on an occurrence of a triggering condition may be
advantageous because it allows the controller to provide bonuses at
times that, e.g., are particularly motivational to players. For
example, the controller may provide a bonus to player who has
played a predetermined number of consecutive rounds of a game that
have not corresponded to a prize or other win (i.e., a losing
streak). Providing a bonus to a player in such a circumstance may
help to raise the spirits of the player and prevent the player from
becoming discouraged and thus stop playing the game.
[0169] In some embodiments the controller determines that a player
is about to cease playing a video game or participating in a video
game tournament based on the occurrence of a triggering condition.
In such embodiments a bonus may be provided to the player in order
to motivate the player to continue playing. For example, a
triggering condition that indicates that a player is about to cease
playing a video game or participating in a video game tournament
may be that a player (i) is in the bottom X percentile of players
(e.g., based on player rankings) of all players participating in a
tournament; (ii) has not achieved a certain level or number of
points in a game during a predetermined amount of time; or (iii)
has attempted to log off the gaming Web site.
[0170] A wide variety of different types of triggering conditions
are within the scope of the present invention. Such triggering
conditions may be classified into example categories such as (i)
events or conditions relating to results of games; (ii) events or
conditions relating to scoring in games; (iii) events or conditions
in games; (iv) events or conditions relating to paying entry fees;
(v) events or conditions relating to making purchases; (vi)
time-related events or conditions; (vii) events or conditions
relating to browsing a Web site; (viii) events or conditions
relating to offers; (ix) indications by players; and (x) events or
conditions relating to players other than the subject player.
[0171] Examples of triggering conditions that relate to results of
games include: (i) the player wins a game or a round of a game;
(ii) the player loses a game or a round of a game; (iii) the player
wins a plurality of games; (iv) the player loses a plurality of
games; (v) the player achieves an average score over a plurality of
games; (vi) the player's score is greater than a threshold value
(e.g., more than 1000 points); (vii) the player's score is less
than a threshold value (e.g., less than 1000 points); (viii) the
player scores better than one or more other players; (ix) the
player scores worse than one or more other players; (x) the player
wins a prize based on his performance in a game; (xi) the player
does not win a prize based on his performance in a game; (x) the
player's score increases successively in each of a predetermined
number of games; and (xi) the player's score drops successively in
each of a predetermined number of games. The above examples do not
comprise an exclusive list of triggering conditions that relate to
results of games. Other examples are within the scope of the
present invention.
[0172] Examples of triggering conditions relating to scoring in
games include (i) the player collects at least one item in a game
(e.g., in Pac-Man.TM., the player eats a power-up); (ii) the player
scores at least one point in a game (e.g., spells a word in
Scrabble.TM.); (iii) the player loses at least one point in a game
(e.g., the player is penalized 2 shots for hitting his ball into a
lake in a golf video game); (iv) the player identifies at least one
item in a game (e.g., the player circles a word in a crossword
puzzle); (v) the player causes a change of change of state in the
game (e.g., in Pac-Man.TM., the player's character is killed by a
ghost). The above examples do not comprise an exclusive list of
triggering conditions that relate to scoring in games. Other
examples are within the scope of the present invention.
[0173] Examples of other game-related triggering conditions include
(i) the player achieves an intermediate result in a game (e.g.,
hits a ball into a sand trap in golf); (ii) conditions relating to
a character controlled by the player (e.g., the player's avatar in
Ultima.TM. is low on stamina); (iii) the player starts a game or a
round of a game; (iv) the player finishes a game or a round of a
game; and (v) inputs that the player provides as part of a game
(e.g., the player spells the word "telephone" when playing
Scrabble.TM.). The above examples do not comprise an exclusive list
of triggering conditions that relate to games. Other examples are
within the scope of the present invention.
[0174] Examples of triggering conditions relating to paying entry
fees include (i) the player is asked to pay an entry fee; (ii) the
player pays or does not pay an entry fee; (iii) the player opts to
split an entry fee with at least one other player; (iv) the player
is asked to provide a payment identifier; and (v) the player
provides or does not provide a payment identifier. According to
some embodiments, a player may purchase products through a
controller (e.g., using money or an alternate currency obtained by
playing games). The above examples do not comprise an exclusive
list of triggering conditions that relate to paying entry fees.
Other examples are within the scope of the present invention.
[0175] Examples of triggering conditions relating to making
purchases include (i) the player indicates that he may be
interested in purchasing a product (e.g., by adding it to an
electronic shopping cart); (ii) the player views information about
a prize (e.g., by accessing a web page); (iii) the player purchases
a product; and (iv) the player bids on a product (e.g., in an
embodiment in which players purchase prizes using points or some
other an alternate currency won by playing games). The above
examples do not comprise an exclusive list of triggering conditions
that relate to making purchases. Other examples are within the
scope of the present invention.
[0176] Examples of triggering conditions that relate to time
include (i) the current time of day or day of the year is a
predetermined time (e.g., the player's birthday, tax day,
Christmas); (ii) the player takes more or less than a threshold
amount of time to complete a game or set of games; (iii) the player
delays for a predetermined period of time before making a move in a
game; (iv) the player is inactive for a predetermined period of
time; (v) the player has been continuously logged onto the Web site
for a predetermined period of time; (vi) the player has not logged
onto the Web site for a predetermined period of time; and (vii) the
player is waiting for a software download. The above examples do
not comprise an exclusive list of triggering conditions that relate
to time. Other examples are within the scope of the present
invention.
[0177] Examples of triggering conditions relating to browsing a Web
site include (i) requesting a file (e.g., through http or ftp);
(ii) viewing a file (e.g., a Web page); (iii) providing information
(e.g., typing a home address, filling out a form); (iv) logging in
to a secure section of a Web site; (v) going to a particular
section of a Web site (e.g., the customer service section, or a
section that describes a particular game); (vi) leaving a Web site
(e.g., logging off); (vii) viewing or interacting with an
advertisement (e.g., clicking on a banner ad); and (viii) viewing a
prize (e.g., a prize that is available to be purchased using points
won by playing video games). The above examples do not comprise an
exclusive list of triggering conditions that relate to browsing a
Web site. Other examples are within the scope of the present
invention.
[0178] An example of triggering conditions that relate to
indications from a player is receiving an indication from a player
indicates that the player would like to receive a bonus. Triggering
conditions relating to other players that are associated with the
subject player may be similar to the triggering conditions listed
above. For example, an event of a first player winning a prize may
trigger a bonus to be given to a second player. Examples of other
players associated with the player include (i) family members,
friends, and other associates of the subject player; (ii) a player
who is playing the same game as the subject player; (iii) a player
who sends instant messages to the subject player. The term "subject
player" as used herein means the player in relation to whom it is
being determined whether a triggering condition has occurred.
[0179] Returning now to step 1050 wherein a bonus is provided to a
player, as described above, in accordance with some embodiments,
this step may include the step of crediting an amount of a bonus to
an account associated with the player. The account may be, e.g., a
financial account, a player's casino account, a credit account, a
debit account, or any other type of account that stores a balance
of a currency. Examples of crediting an amount of a bonus to an
account associated with a player include (i) adding a bonus of 2000
points to a point balance in a player account stored by a
controller associated with a casino; (ii) adding a bonus of $20 to
a player's bank account stored by a bank; (iii) adding a bonus of
1000 frequent flyer miles to a player's frequent flyer account with
an airline; and (iv) crediting a bonus of $10 to a player's credit
card balance, thereby reducing the player's account balance that is
due to be paid. According to some embodiments, a player may receive
a bonus that is credited to his account for use in purchasing one
or more prizes.
[0180] According to some embodiments, a bonus may be provided to a
player at substantially the same time that the player is making a
purchase. In such embodiments, the bonus may be provided in the
form of a discount on one or more purchases that are being made by
the player. In one example of such an embodiment assume a
controller determines that a player has a player rating worse than
a threshold rating and deserves to receive a bonus of 2000 points.
Accordingly, the next time the player attempts to purchase a prize,
the controller may provide the player with a discount (e.g., of
2000 points or $10) on the prize that the player purchases. Note
that the discount (e.g., the 2000 points or $10) may never be
credited to the player's account; the player may simply be able to
purchase the prize for a reduced price. In another example, a
player may indicate that he is interested in purchasing a prize
using points that he has won by playing video games. However, the
prize may cost 50,000 points and the player may only have 47,000
points. Based on the player's poor player rating, the cost of the
prize, and the player's account balance, the controller may provide
the player with a bonus of 3000 points that allows him to purchase
the prize. If the 50,000-point prize is being sold by a merchant
other than the controller, the 3000-point bonus may provided
directly to the merchant (so that the merchant receives the full
price of 50,000 points for the prize). According to some
embodiments, a bonus of a currency may be credited to an account
belonging to a merchant who is selling a prize. In yet another
example, a player may indicate that he is interested in purchasing
more tickets, which may be used to pay entry fees for video games.
Based on the player's player rating, the controller may determine
that the player should receive a bonus of 5 free tickets. These
tickets may be immediately provided to that player so that the
player does not have to purchase more tickets.
[0181] According to some embodiments, a bonus may be a product,
service, or other form of consideration. Accordingly the bonus may
be provided to a player in any appropriate manner (e.g., a product
may be mailed to the player, the player may receive a gift
certificate good for a service).
[0182] According to some embodiments, an indication of a bonus may
be stored in a bonus tracking database, such as described above.
Storing an indication of a bonus in a bonus tracking database may
be useful for customer service and accounting purposes.
[0183] Returning now to step 1050 where a bonus is provided to a
player, as described above this step may include the step of
transmitting an indication of the bonus (e.g., to the player who is
to receive the bonus). According to some embodiments, a controller
may cause an indication to be provided to the player who informs
the player that he has received or will receive a bonus. For
example, the controller may transmit the indication through a
communication network (e.g., the Internet) to a player device
operated by the player (e.g., a personal computer). The player
device may then display the indication to the player using an
output device (e.g., a CRT monitor). Other examples of providing an
indication of a bonus include (i) a player may use his personal
computer to view a message on a Web page indicating that he has
received a bonus of 2000 points; (ii) a pop-up window on a Web page
may indicate to a player that he is about to receive a bonus of
2000 points; (iii) a player may receive an e-mail indicating that
he has received a bonus of 2 tickets; (iv) a player who uses a
first player device (e.g., a personal computer) to play video games
may use a second player device (e.g., a cellular telephone) to
receive an indication that he has won a bonus.
[0184] An indication of a bonus may be transmitted before, after,
or at substantially the same time that the bonus is provided to a
player. For example, a player may receive a message "You have just
received a bonus" at a time when a bonus is being added or credited
to an account associated with the player. In another example, a
player may receive a message "Here is a bonus for you", wherein the
message includes an indication of the bonus (e.g., the message
includes a code that corresponds to a 10% discount that the player
may utilize in obtaining a discount on purchases). In yet another
example, a player may receive a message "You are about to receive a
bonus" at a time before an amount is added or credited to an
account associated with the player or at a time before a gift
certificate is mailed to the player.
[0185] According to some embodiments, an indication of a bonus may
be presented to a player by an employee of an entity operating the
controller. In such embodiments an output device associated with
the controller may be used to prompt the employee to present the
bonus to the player. For example, the controller (e.g., via a CRT
monitor) may display information about a bonus to a call center
employee. The call center employee may then use a telephone to call
a player and tell the player that he has or is about to receive a
bonus.
[0186] According to some embodiments, the controller may also
indicate information about a bonus to other persons besides the
player who receives the bonus. Such information may be provided to
the other persons in addition to or instead of being provided to
the player. Further, the information provided to the player may or
may not be the same information that is provided to the other
persons. For example, the controller may provide a bonus of 1000
points to a player and transmit an e-mail notification of this
bonus to the player and one or more friends or associates of the
player. The e-mail notification may or may not include the exact
amount of the bonus. In one embodiment of this example, the
controller may transmit an indication of the bonus to the player.
The indication may identify the amount of the bonus and the account
number of the player to which the bonus is being added. The
controller may also transmit a second notification of the bonus to
a friend of the player. The second notification may identify the
bonus amount but not the account number. Transmitting an indication
to friends of a player may be motivational for the player himself
(e.g., because he is being recognized in front of his peers), as
well as for the friends of the player (e.g., because this may
motivate the friends to also play and attempt to obtain a bonus for
themselves).
[0187] It should be noted that in some embodiments of the present
invention more than one triggering condition may need to occur
before a bonus is provided to a player. For example, a bonus may be
provided to a player if it is determined that the player has lost a
consecutive predetermined number of rounds of a game and the player
is attempting to log off the Web site.
[0188] It should be understood that in accordance with some
embodiments of the present invention a player may play a game or
participate in a tournament via a Web site by using a player
device. As used herein a player device may be a computing device
the player used to communicate with a controller or other computing
device operating in accordance with the present invention. For
example, a player may use a personal computer to connect to a Web
site maintained by the controller. Examples of player devices
include: a personal computer, a laptop computer, a personal digital
assistant (PDA), a telephone, a cellular or other portable
telephone, a video game terminal, and a set-top box.
[0189] It should also be understood that video games, as used
herein, include a variety of video games playable by one or more
players. Examples of video games that may be played by a player
include: (i) single-player games; (ii) competitive games (i.e.,
games wherein one player competes against another player); (iii)
cooperative games (i.e., team games wherein players cooperate with
one another during game play); (iv) games which include a component
of skill; and (v) games which include a component of chance.
Further, although the term "video game" is used, a video game may
not have any video component. For example, an all-audio game that
is played over a telephone would qualify as a video game in
accordance with the present invention.
[0190] Although facilitating play of a video game has been
described herein as being performed by a controller in
communication with one or more player devices, according to some
embodiments, a game may be hosted or facilitated by a device other
than the controller or in conjunction with a device other than the
controller. For example, the controller may act as a listing
service for a peer-to-peer network in which players play games
against each other.
[0191] According to some embodiments, a player may play multiple
video games or participate in multiple video game tournaments
simultaneously. For example, a skilled player may play 2 games of
trivia at the same time. In a second example, a player may play 3
hands of blackjack at the same time.
[0192] Other embodiments of the invention will be apparent to those
skilled in the art from a consideration of this specification or
practice of the invention disclosed herein. It is intended that the
specification and examples be considered as exemplary only, with
the true scope and spirit of the invention being indicated by the
following claims.
* * * * *