U.S. patent application number 11/724928 was filed with the patent office on 2007-09-20 for heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices.
Invention is credited to Gerald S. Momoda, Richard E. Moore.
Application Number | 20070218979 11/724928 |
Document ID | / |
Family ID | 38518614 |
Filed Date | 2007-09-20 |
United States Patent
Application |
20070218979 |
Kind Code |
A1 |
Momoda; Gerald S. ; et
al. |
September 20, 2007 |
Heterogeneous system for the real-time award and fulfillment of
prizes using networked electronic devices
Abstract
The system integrating video game applications played on
networked electronic devices, using Internet accessible servers.
The preferred embodiment integrates advertising and brand marketing
within game play, with instantaneous, real-time awarding of skilled
and non-skilled based prizes, product discounts and free products
and services. Fulfillment of the awarded prizes can be processed at
retail and online stores that connect to these same Internet
accessible servers.
Inventors: |
Momoda; Gerald S.; (Mountain
View, CA) ; Moore; Richard E.; (San Jose,
CA) |
Correspondence
Address: |
Gerald S. Momoda Jr.
957 Burgoyne St.
Mountain View
CA
94043
US
|
Family ID: |
38518614 |
Appl. No.: |
11/724928 |
Filed: |
March 15, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60782343 |
Mar 15, 2006 |
|
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Current U.S.
Class: |
463/25 |
Current CPC
Class: |
A63F 13/12 20130101;
G06Q 30/02 20130101; A63F 2300/407 20130101; G07F 17/3227 20130101;
G07F 17/32 20130101; G07F 17/3255 20130101 |
Class at
Publication: |
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for networked electronic devices, comprising a
plurality of video game applications and a plurality of Internet
accessible servers, whereby a registered user of a networked
electronic device may redeem a prize from a sponsor in real-time at
a retail and online location.
2. The system of claim 1 wherein said networked electronic device
comprises mobile phones, personal digital assistants, portable
audio players, portable video players, desktop and laptop
computers, home and portable game consoles.
3. The system of claim 1 wherein said user of said networked
electronic device using said plurality of video game applications
must provide personal information to establish an account and
become a registered user.
4. The system of claim 1 wherein said plurality of video game
applications are downloaded and/or can be pre-loaded onto said
networked electronic device.
5. The system of claim 1 wherein said plurality of video game
applications have contest rules.
6. The system of claim 1 wherein said plurality of video game
applications can be played as often as desired, but frequency of
obtaining a win is determined within contest rules.
7. The system of claim 1 wherein said registered user plays said
plurality of video game applications attempting to achieve a
pre-determined goal/objective on said networked electronic
device.
8. The system of claim 7 wherein pre-determined goal/objective on
said plurality of video game applications on said networked
electronic devices can be both of a skilled and a luck based
nature.
9. The system of in claim 7 wherein said registered user achieves
said pre-determined objective on said plurality of video game
applications on said networked electronic device, thereby recording
a win, and thereby said registered user becomes a winner.
10. The system of claim 1 wherein said plurality of Internet
accessible servers validate said plurality of video game
applications of the registered user.
11. The system of claim 9 wherein said win on said plurality of
video game application are validated on said Internet accessible
servers in real-time.
12. The system of claim 9 wherein said winner is sent a winning
notification to said networked electronic device in real-time. Said
winning notification can also be sent and redeemed by other
methods, comprising electronic data transfer using said networked
electronic devices, email and conventional mail.
13. The system of claim 12 wherein said winning notification
comprises a unique and secure image or data having a means to be
securely transmitted over Internet accessible servers in said
real-time for identifying said registered user of said plurality of
video game applications on said networked electronic devices as
said winner.
14. The system of claim 12 wherein said winning notification
comprises a method having a means to securely authenticate the said
winning game on said plurality of video game applications, on said
networked electronic devices, by said registered users and said
winners.
15. The system of claim 9 wherein said winners bring said winning
notification to said retail and online location having a means to
perform a validation and a fulfillment function, to award said
winner said prize.
16. The system of claim 1 where said prize is identified in said
contest rules.
17. The system of claim 12 wherein once said prize is redeemed,
said winning notification is immediately deactivated in real-time
to prevent reuse and unauthorized redeeming of said prize, thereby
violating said contest rules.
18. The system of claim 1 wherein said sponsors utilize said
plurality of video game applications for the purpose of said
registered users redeeming said prize at said retail and online
location for advertising and promotional purposes.
19. The system of claim 1 wherein said plurality of video game
applications is designed to contain related game play, graphics and
audio as exists in the sponsor's related advertising campaign in
television, print, radio and online media to create a congruous
advertising message.
20. The system of claim 1 wherein said registered user of said
networked device plays said plurality of video game application to
achieve said winning game and redeem said prize at said retail and
online location.
Description
CROSS-REFERENCE TO OTHER APPLICATIONS
[0001] This application claims the benefit of provisional patent
application Ser. No. 60/782343 filed 2006 Mar. 15 by the present
inventors.
FIELD OF INVENTION
[0002] The subject embodiment relates generally to a system for
video game applications whereby players can win and redeem prizes
in real-time.
BACKGROUND OF INVENTION
[0003] The video game industry will shortly celebrate a forty-year
anniversary. During these "two score" years, many entertainment and
interactive activities have appeared in the consumer realm--cable
TV, game systems, VCR, mobile phones, Internet, DVD, streaming
audio, streaming video, iPods, Tivo, pervasive device networking
and even more variety of Internet based activities and
entertainment.
[0004] The dynamic of consumer marketing has changed; some would
say evolutionarily, others revolutionary. What is true is that
former types of marketing and consumer engagement--be it print,
radio, or TV--are forever changed, have less impact and are less
connected with consumers. There are simply more forms of
entertainment and different daily segments of information and
interaction, essentially more consumer choice options, for any one
form to have the same historical influence as existed ten, twenty,
thirty or forty years ago.
[0005] Within this reality of variety, the "same" solutions have
been attempted with these new models and forms--injecting
advertisements in streaming video and audio, banner header and
footer advertising splashes on web sites, sponsored links on search
result pages, product placement in games and all forms of
"streamed" media.
[0006] Advertisers, who once scoffed at games and charged hefty
fees for games to include their logos, now find their roles
reversed and now are the ones paying to be seen by millions of game
players. Microsoft purchased Massive in 2006 and Google plans to
purchase Adscape in 2007, both companies specialize in dynamic
in-game advertising.
[0007] What appears missing are fundamentally new ways of
communicating and marketing to consumers that leverages networking,
mobile devices (mobility) and interactivity.
[0008] Consumers now expect a higher level of engagement and
interactivity--any new consumer device must have some type of
interactivity, or games, to be considered novel and
interesting.
[0009] Increasingly, new devices are networked, personal and
mobile. One mobile game and prize publisher is Atlas-Mobile.
Players compete weekly in high-score competitions where winners
receive prizes comprising of gift cards, CDs and DVDs. At the
conclusion of each weeks contest, winners are mailed their prize.
Prizes are redeemable at participating locations. The intent is to
encourage play of certain games, but have only been mildly
successful.
[0010] Why is this? It is a lost opportunity to engage a
potentially new customer to a specific product now. Gift cards
arrive sometime in the future (hopefully), are generally
transferable, and perhaps lost. This means the winner may not
actually use or be the user of the card. If the merchant is
collecting marketing information on the spending habits of the
winner, there is at best a fragile connection to the source
activity and communication to the actual consumer. One could say
the feedback loop between marketer and consumer is
questionable.
[0011] What if the need and opportunity to market and communicate
with consumers could leverage this personal mobility and introduce
consumer "call to action" opportunities that results in both more
effective consumer communication and direct engagement by consumers
with the goods and services being offered?
[0012] The first embodiment of our invention describes a system of
real-time award and redemption. We live in a society of instant
gratification. It is a strong belief of the inventors that a system
whereby game players can play, win and redeem a prize in real-time
is far more fun, exciting and compelling. For example, players
before dinner (even on the way there) can download and try to win a
free meal. If they win, they can drive to the restaurant that night
and redeem their prize. There's no need to wait weeks for the prize
coupon to arrive. The connection between consumer and marketer is
timely and measurable.
[0013] In current interactive marketing models, corporate sponsors
pay for their trademarks and logos to be pasted into a games title
screen and perhaps their products are inserted in game play (i.e.
Jeep). Consumers/players purchase and play the games for
entertainment value and perhaps for gift cards, CDs and DVDs.
[0014] As part of the invention we see a much different business
model where those in the value chain each benefit. Games will be
designed with game play designed pertinent to a sponsoring
company's advertising campaign and will be promoted as such. Games
could be heavily discounted to the consumer and in some cases be
free. Sponsors will include the game as part of their traditional
advertising. Players will want to win prizes, so the branded game
advertising is pull-oriented, more cost effective than television
advertising, delivers interactive impressions (higher recall than
static ads) that are measurable (downloads, number of plays,
winners, etc) and will bring additional traffic to locations
because winners must redeem prizes at retail and online store
locations.
[0015] Consumers/players will play more because it is purposeful,
and not just to win something, but to win something instantly, and
be able to redeem it in real-time. This is instant gratification
and now. This type of gaming is predicted by the inventors to be
highly entertaining and motivating within the youth/teen market
especially. Sponsors can place time restrictions on redemption so
as to obtain marketing feedback on new products.
SUMMARY OF INVENTION
[0016] This one embodiment defines a system for networked
electronic devices, comprising a plurality of video game
application and a plurality of Internet accessible servers, whereby
a user of a networked electronic device may redeem a prize in
real-time. The group of devices comprises mobile phones, personal
digital assistants, portable audio players, portable video players,
desktop and laptop computers, home and portable game consoles.
[0017] A video game application is downloaded onto a registered
user's device and can also be pre-loaded onto a user's device.
Registered users play the video game attempting to obtain a
pre-determined goal/objective on the networked electronic device.
If the registered player obtains the pre-determined goal/objective
on the device, the player records a winning game.
[0018] A plurality of Internet accessible servers validates the
video game application of the registered user. If validated, the
winner is sent a winning notification to the networked electronic
device. The winning notification comprises a unique and secure
image or data that can be securely transmitted in real-time. This
process is to authenticate the networked electronic device and the
winning game.
[0019] The winner brings the winning notification to a
participating location having the ability to validate and redeem
the prize. Once the prize is redeemed, the winning notification is
simultaneously deactivated in real-time to prevent reuse and
unauthorized redeeming of prizes.
DESCRIPTION OF DRAWINGS
[0020] 1. FIG. 1, Functional Diagram describes a reference
implementation of the invention broken down by functional
components. In several cases, multiple instances of a function can
be replicated to increase capacity of the system and eliminate
single points of failure (increase system robustness).
[0021] 2. FIG. 2, Process Events illustrates events or actions that
occur in completing the process described in this application. Some
of these events directly engage the end user, such as an instant
message, others occur in the background as part of the process
which implements the described patent, such as Player Account
Creation by the Player Account Creation Application.
[0022] 3. FIG. 3, User Experience Flow illustrates the end user
flow, or steps that the end user can experience in the reference
implementation of the invention. As there are multiple possible
"call to action" communication approaches to end users, this
diagram indicates several possible "call to action" methods,
pre-loaded games on networked electronic devices, print ads, radio
ads, and television ads. Other end user call-to-actions are
possible and contemplated in this invention.
[0023] 4. FIG. 4, System Components illustrates the physical
components used to implement this invention in the reference
implementation. These are tangible items which perform some part of
the operation described in this invention.
DETAILED DESCRIPTION
Detail of Preferred Embodiment
[0024] The preferred embodiment of the heterogeneous system for the
real-time award and fulfillment of prizes using a plurality of
Video Game Applications (34a through 34n) and Networked Electronic
Devices 12 is illustrated in FIGS. 1-4, and described in the text
that follows. Although the following focuses on a particular
embodiment of the invention, the claims appended to this
application should not be interpreted as limited by the particular
details disclosed in connection with that embodiment.
[0025] In FIGS. 1, 2 and 4, the System 6 introduces an innovative
approach to a plurality of Video Game Applications (34a through
34n) and the awarding of prizes. As illustrated on FIG. 1
Functional Diagram and referencing FIG. 2, the invention combines
several user activities with Networked Servers 34, 40, 42, 44, 46,
50a through 50n and a plurality of Game Servers (48a through 48n)
running custom software applications that implement the
invention.
[0026] In FIG. 4, the System 6 is comprised of several
heterogeneous parts, each contributing functions to the overall
system of claim 1. The system is accessible through Networked
Electronic Devices 12 comprising mobile phones, personal digital
assistants, portable audio players, portable video players, desktop
and laptop computers, home and portable gaming consoles.
[0027] In FIG. 2, the system begins with a user on an Accounts
Server 44, completing a User Account Creation Application 66,
defines his/her user profile to become on FIG. 3 a Registered User
9. The Registered User 9 then downloads a Video Game Application
(34a through 34n) to a Networked Electronic Device 12.
[0028] Registration can be accomplished via Text Message 57 from
their Networked Electronic Device 12 or via a WAP (Wireless
Application Protocol) Session 59 over the Wireless Network 32 in
FIG. 4 via their Networked Electronic Device 12.
[0029] Another embodiment is by Electronic Mobile Device
Manufacturers, Computer Manufacturers or Service Providers. Games
will be pre-installed on devices before purchase by users. On first
use of each pre-installed Video Game Application (34a through 34n)
a user will complete a registration process to become a Registered
User 9.
[0030] Sponsors can also make their games available on a plurality
of Retail Servers (50a through 50n). Sponsors will also make games
available from their Sponsor Servers 40.
[0031] Registration information associates the specific Networked
Electronic Device 12 with a Registered User 9 account and is an
important security measure to ensure integrity of the System 6 and
to prevent violation of the Contest Rules 26. The collected
information will also provide added statistical value to the
sponsors, whose branded games will be played on the System 6.
[0032] Downloaded Games 10 are published from a plurality of Game
Servers (48a through 48n) directly to Networked Electronic Devices
12. A plurality of Retail and Online Stores (52a through 52n) or
Sponsor Partners 38 may access System Servers 42, 44, 46, 48 and a
plurality of Game Servers (48a through 48n) for publishing to
Registered Users 9 directly through their Sponsor Servers 40 or
plurality of Retail and Online Locations (52a through 52n) as
well.
[0033] The plurality of video game applications (34a through 34n)
can be customized to include sponsor brands, trademarks, jingles,
product images and other branding messages.
[0034] Using Networked Electronic Devices 12, Registered Users 9
will play a plurality of Video Game Applications (34a through 34n).
Registered Users 9 participate in skill-based game playing sessions
attempting to achieve pre-determined goals/objectives as specified
in the Contest Rules 26. A Winning Game 16 is achieved by achieving
a pre-determined goal/objective.
[0035] Registered Users 9 may play the plurality of Video Game
Applications (34a through 34n) as often as desired, but the number
and frequency of obtaining a Winning Game 16 is restricted by the
Contest Rules 26 and is managed by Accounts Server 44, a plurality
of Game Servers (48a through 48n), a plurality of System Servers
42, 44, 46, 48 and Sponsor Servers 40.
[0036] As the Registered User 9 achieves a pre-determined
goal/objective, the Networked Electronic Device 12 communicates
over the network to a Contest Server 42. Contest Servers 42
validate the plurality of Video Game Applications (34a through 34n)
achievements based on Registered User 9 profile information
received from the Networked Electronic Device 12 and the Registered
User 9 data stored on Account Servers 44.
[0037] One-time and special awards are verified via messaging
between Contest Servers 42 applying the Contest Rules 26. Contest
Rules 26 are securely stored on Contest Servers 42 and these rules
can be easily updated or expired as desired by Sponsor Servers
40.
[0038] Registered Users 9 are notified immediately on their
Networked Electronic Device 12 if they achieve an award via a
Winning Notification 20. If Registered User 9 registration settings
have been so selected, the Registered User 9 will also receive
notification to their email address contained on the Accounts
Server 44.
[0039] Award 16 notification is done by Text messaging 57 or by
application data transmission from Award servers 46 or by Phone
Call 62 to the Registered User 9 by a system service (using
IVR--Interactive Voice Response) and communicating the Registered
User Win 28.
[0040] In FIG. 1, a Registered User Win 28 can be redeemed in
real-time, via a plurality of Retail and Online Locations (52a
through 52n) as shown in FIG. 2, using a plurality of Retail
Servers (50a through 50n) as shown in FIG. 1. Prizes are in the
form of products and/or services, or credits that are accrued and
later redeemed for products and/or services. If permitted by the
Contest Rules 26, Registered Users 9 may be allowed to Print
Winning Notification 21 and send via conventional mail. Contest
Rules 26 may also permit Winning Notification 20 on the Networked
Electronic Device 12 to be redeemed by way of electronic data
transfer to Retail and Online Locations (52a through 52n).
[0041] To authenticate Awards 24 one of the plurality of Retail and
Online Servers (50a through 50n) pass the Award Notification 20
displayed on the Networked Electronic Device 12 to the Award
Verifier Server 46.
[0042] Award Verifier Server 46 responses are then displayed from
one of the plurality of Retail and Online Servers (50a through 50n)
on the cash register or other Retail and Online Locations (52a
through 52n) display screens.
[0043] The Award Verifier Server 46, when generating a correct
Registered User Win 28 notification, also communicates to the
Contest Server 42 to register the award redemption and updates the
remaining awards.
[0044] Once the Registered User 9 redeems Award 28, the Award
Verifier Server 46 is updated to immediately Deactivate Winning
Notification 25 to prevent reuse and unauthorized redemption of
Prize 24, a violation of the Contest Rules 26.
[0045] The System 6 will create a new genre of interactive video
gaming, uniquely appropriate and effective at validating
effectiveness at increasing downloads and number of video games
played. The objective is to work with sponsors, who provide the
prizes and benefit from the exposure of advertising impressions,
specifically advertising messages. The plurality of Video Game
Applications (34a through 34n), which can be termed "interactive
commercial advertising", will be permission-based, meaning the user
requests them.
[0046] The plurality of Video Game Applications (34a through 34n)
will be designed in collaboration with the sponsor. It is the goal
for the plurality of Video Game Applications (34a through 34n) to
be simple to play and better suited for casual gamers playing on a
variety of Networked Electronic Devices 12. It is the intention to
lower the intimidation level felt by non-gamers towards video
games. However, as players become more skilled, the game difficulty
of the plurality of Video Game Applications (34a through 34n) will
evolve as well. The plurality of Video Game Applications (34a
through 34n) can incorporate and advertise a sponsors products,
trademarks, brand images, icons, mascots and characters.
[0047] The Video Game Applications (34a through 34n) can be short
in time duration (mini-video games), and better at meeting the
limited attention span of casual gamers. The mini-games can be
played impulsively when moments of spare time are available. While
mini-games are the preferred embodiment, the plurality of Video
Game Applications (34a through 34n) without regard to time duration
and/or overall length can also be used in conjunction with the
system.
[0048] Each Video Game Application (34a through 34n) will require
Registered Users 9 to complete and/or obtain a pre-determined
goal/objective in order to win. For each Video Game Application
(34a through 34n), the goal/objective and rules will be clearly
stated to the Registered User 9. A combination of methods will be
used to communicate a win or loss to the Registered User 9,
comprising graphics, audio and SMS (text messaging to the
phone).
[0049] When a Registered User 9 achieves the goal/objective in a
plurality of Video Game Applications (34a through 34n), it is a
Winning Game 16. The Networked Electronic Device 12 transmits
information in real-time to the host computer and validates the
Networked Electronic Device 12 as being registered, validates the
Video Game Application (34a through 34n) session, then
authenticates the win. If all are validated, the host computer
transmits a Winning Notification 20 back to the Registered Users 9
Networked Electronic Device 12. A secure image and/or text message
accompanied by an audio announcement is one method which can be
used to communicate a Winning Notification 20 back to the
Registered User 9. The secure image and/or text message includes a
unique one-time use code for the Registered User 9 of a Winning
Game 16 to redeem at Retail and Online Locations 24.
[0050] Once the one-time unique code is received on the Registered
Users 9 Networked Electronic Device 12, it is saved until used to
redeem the prize and/or credited to the Registered Users 9 account,
or it expires. A security procedure will validate that the
Registered User 9 is the same as the owner of the Networked
Electronic Device 12. Contest Rules 26 can be modified to maintain
system security and objectives of the sponsor. Expiration dates for
the redemption of prizes will help drive a sponsor's advertising
program and meet specific goals and objectives. For example, a fast
food chain sponsor who launches a new menu item wants to measure
how many people try the new product in its first month of
availability. Data on how many of a specific Video Game Application
(34a through 34n) were downloaded (unique users), played (sessions,
impressions), wins (potential repeat customers, new customers),
Registered User Wins 28 redeemed (winners of games actually visited
Retail and Online Locations 24 to redeem their prize), additional
purchases, up sells and other data will be easily available. The
System 6 in FIG. 4 will provide real-time statistical information
for the promotional period.
[0051] The plurality of Video Game Applications (34a through 34n)
installed on Networked Electronic Devices 12 will display secure
images (visual or non-visual) or other secure methods. The images
will have the ability of be digitally read, scanned or hand-entered
into a networked computer at a sponsors Retail and Online Locations
24 for validating Awards 28 and real-time redemption of prizes.
Winning Games 16 achieved via type networked home and portable game
consoles belonging to the family of Networked Electronic Devices 12
can have the Winning Notification 20 delivered to a Registered User
9 email account (to be printed) or delivered to their registered
Networked Electronic Device 12.
[0052] It is important to repeat that a Winning Game 16 is
acknowledged and validated in real-time, providing instant
gratification for the Registered User 9. Prizes 24 awarded will be
in the form of products and/or services, discount coupons and
credits/points that are accrued towards the purchase of future
products and/or services. Prizes for the plurality of Video Game
Applications (34a through 34n) will be determined by the
participating sponsor and other authorized parties. The plurality
of Video Game Applications (34a through 34n) Contest Rules 26,
regulations, legal disclaimers will be available on the Internet
30, at participating locations and can be requested via mail.
Registered Users 9 may have the option of printing Winning
Notification 20 receipts to printers using their Internet
accessible Networked Electronic Devices 12.
[0053] The System 6 will support communication to a Registered
Users 9 Networked Electronic Device 12 via the Internet or through
a wireless communication connection to the Registered Users 9
Networked Electronic Device 12. A variety of communication methods
will be used, comprising SMS (text messaging), Interactive Voice
Response (IVR) using the cellular phone call network, Wireless
Network 32 and WAP Data Network (a low level "Internet" access
provided by mobile phone service providers). Email is also used to
notify users of awards and prizes. This range of communication
methods is unique to the system.
[0054] Registered Users 9 will be able to access the System Server
44 via a standard Internet 30 browser to access their account to
review current standings and view any Registered User Wins 28 they
have won.
[0055] It is the belief that real-time award will encourage more
frequent play of a plurality of Video Game Applications (34a
through 34n) and drive large numbers of players to the System 6 and
the plurality of Video Game Applications (34a through 34n) in
general. Sponsors will benefit via branded messaging in the form of
Video Game Applications (34a through 34n). Consumers will be
motivated to play more because it is purposeful, meaning there is
something to gain from playing. Players will access low cost and
free of charge Video Game Applications (34a through 34n) and/or
subscribe to a variety of plan offerings. Video Game Applications
(34a through 34n) offering rewards are more effective in retaining
interest and generating impulse play. Sponsored promotions offering
rewards will have expiration dates, requiring the continual need
for new Video Game Applications (34a through 34n) and
promotions.
[0056] This is an entirely new system for the promotion and
advertising campaigns conducted by companies throughout the world.
Principally leveraging the growing power and pervasiveness of
Networked Electronic Devices 12, the System 6 can integrate with
mobile service provider networks, sponsors promotional systems, and
unique system contest servers.
[0057] The System 6 integrates the activity and award history of
every Registered User 9 across all brands and Video Game
Applications (34a through 34n) played. This integration supports
multi-brand campaigns and strategies for a global company's product
lines and enables cooperative cross-brand marketing, contest and
advertising programs. The interactive nature of the System 6
plurality of Video Game Applications (34a through 34n) provides
marketing campaigns a unique means to multiply brand and product
impression effectiveness. The real-time redemption nature of the
System 6 has the utility to bring in additional traffic and
customers who might not otherwise be patrons.
[0058] The System 6 provides a variety of redemption delivery
systems determined first by the sponsor, then selected by the
Registered User 9 based on preference. The sponsor may change or
update the allowed delivery methods and also update security
features at any time, or on a pre-selected schedule to insure
accurate and valid redemption and prize awards.
[0059] For integrated advertising and/or contest campaigns, System
Servers 42, 44, 46, 48 can also reference Sponsor Servers 40 to
time and control the plurality of Video Game Application (34a
through 34n) promotions to the sponsors advertising campaign
schedule. Additionally, the plurality of Video Game Application
(34a through 34n) features can be tailored and released per the
sponsor's campaign schedule.
[0060] Centralized award and prize system servers can support
Registered Users 9 based on usage amounts (e.g. "Frequent Flyer"
programs"). Cross-branding and multi-brand award rules will also be
supported. Time-based and time-released campaigns will be
integrated within the rule systems on System Servers 42, 44, 46, 48
to integrate prize/award schedules with a sponsor's campaign
schedule.
[0061] The System 6 establishes a Registered User 9 profile when
the user first interacts with the System 6 by way of a User Account
Creation Application 66. Registered User 9 interactions and brand
impressions will be tracked to provide usage and user metrics,
useful in validating the benefit and uniqueness of the System 6.
Furthermore, it will provide metrics to sponsors for the
optimization of benefits in marketing campaigns and contest
strategies.
[0062] The System 6 will incorporate partners to comprise a value
chain, including sponsors, service providers, device manufacturers,
video game developers/publishers and users/players (customers).
[0063] Sponsors are defined as any person, group, and/or public and
private entity that wish to advertise/promote itself through the
use of the System 6. Sponsor benefits include the promotion of
products and services, by way of images, corporate messages (both
graphic and audio), etc. through the System 6 innovative marketing
approach. Advertising will be better targeted, as it is requested
and launched by the Registered User 9 to start a Video Game
Application (34a through 34n) play session (except pre-loads). The
interactive nature of the advertising will create a value-added
advertising impression and simplifies the metrics for measuring
advertising effectiveness. It creates opportunities for advertisers
to create relationships with people who were unreachable through
traditional approaches. The System 6 will expose the product or
service to people who might not otherwise be aware of its
existence. The real-time nature of play/win and prize redemption
will drive customers to sponsors Retail and Online Locations 24.
The potential for a quick response in time from the call-to-action
(Winning Notification 20) to a new or repeat customer (Registered
User Receives Award/Prize 24) is highly desirable for advertisers.
In cases where prizes for winning are free items, opportunities for
up sells are created. For winners who use a competitor's product or
service, the System 6 creates an opportunity for brand switching.
Periods of exclusivity with selected sponsors will create
opportunities of competitive advantage for them.
[0064] Service providers are defined as any public or private
entity that provides services for Networked Electronic Devices 12
that include the usage of their network and the sale of electronic
data. With the opportunity to win products and services, it creates
a powerful way to increase data revenues. System 6 has the
potential to broaden the current base of people who play Video Game
Applications (34a through 34n) on their Networked Electronic
Devices 12. In countries where users of Networked Electronic
Devices 12 pay by time, an increase in timed usage is highly
desirable to service providers. The system will create new
opportunities for types of usage plans. Periods of exclusivity with
selected service providers will create added value for them.
[0065] Device manufacturers are defined as any public or private
entity that participates in the manufacturing, selling, and
marketing of Networked Electronic Devices 12, including mobile
phones, personal digital assistants, portable audio players,
portable video players, desktop and laptop computers, home and
portable game consoles. An increase in the demand for "video game
friendly" and technology-enabled devices (e.g. 3D graphics, larger
screens) will consequently increase the demand for new designs to
meet the demand.
[0066] Game Developers/Publishers are any public or private entity
that participates in the development, publishing and distribution
of the plurality of Video Game Applications (34a through 34n).
Small developers have turned to aggregators because they have
relationships with providers that assist in obtaining deck
placement. The System 6 will create new business opportunities,
especially for smaller developers/publishers who cannot afford the
demands of ever growing development budgets for console, PC and
portable gaming machines. It will create new opportunities for
creativity in the plurality of Video Game Applications (34a through
34n) designs, which has taken a backseat to conservative recycled
designs of the past. An objective of System 6 is to create shorter,
mini-games, which will translate to lower development costs and
shorter development cycles. While mini-games are the preferred
embodiment, the plurality of Video Game Applications (34a through
34n) without regard to time duration and/or overall length can also
be used in conjunction with the System 6. With the inclusion of
sponsors, service providers and device manufacturers participating
in development costs, there will be improved opportunities for
return-on-investment for developers/publishers by the formulation
of alternative development funding strategies.
[0067] Players are any person(s) who play a plurality of Video Game
Applications (34a through 34n) with the opportunity to win prizes
comprising products, services and/or credits that can be accrued
towards the purchase of future goods and services. The System 6
provides a purposeful plurality of Video Game Applications (34a
through 34n) play, meaning players will have opportunities to win
products, services and/or credits. Unlike current prize oriented
gaming platforms, the System 6 enables instant gratification
through real-time winning and redemption of prizes. The plurality
of Video Game Applications (34a through 34n) prices will cost less
to players than what current business models allow. It is an
objective to include free games, whose costs are borne by the
sponsors, service providers and device manufacturers, who are among
the beneficiaries of System 6.
[0068] Though the preferred embodiment of System 6 is focused on a
plurality of Video Game Applications (34a through 34n), it has
other applications as well. Companies can implement
direct-to-customer opt-in promotions and incentives without using a
plurality of Video Game Applications (34a through 34n) as a
delivery mechanism to try new products or obtain discounts. It is
believed that System 6 can be a powerful tool in obtaining new
customers and retaining existing ones.
[0069] Another potentially powerful embodiment is a television
and/or Internet and/or Networked Electronic Device 12 based "game
show." Qualified players can participate from anywhere and prizes
can still be awarded and redeemed in real-time. Players are not
limited to being in-studio and the "super reality" nature of it is
popular today. Our claim is an integrated approach to combining a
live broadcast with Networked Electronic Devices 12. System 6
maintains a player's session, enabling the player in real-time to
move from one terminal to another as one moves from a physical
location to a mobile one.
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