U.S. patent application number 11/409173 was filed with the patent office on 2007-11-15 for exchange-based and challenge-based networked video game wagering.
Invention is credited to Albert Betteridge.
Application Number | 20070265092 11/409173 |
Document ID | / |
Family ID | 38685818 |
Filed Date | 2007-11-15 |
United States Patent
Application |
20070265092 |
Kind Code |
A1 |
Betteridge; Albert |
November 15, 2007 |
Exchange-based and challenge-based networked video game
wagering
Abstract
In various embodiments, wagering systems, processes and
computer-readable media are provided. The wager system may include
a server configured for processing at least one wager on a video
game match to be played on a multiplayer gaming network; at least
one database operatively associated with the server, the database
being configured for storing information related to the wager; and,
a challenge system operatively associated with the server, the
challenge system being configured to permit a challenger player to
challenge an opponent player to a challenge wager associated with
the video game match. In certain embodiments, the server may be
configured to enable wagered video game play through a directly
operatively associated game server or a directly operatively
associated multiplayer gaming network to facilitate challenge-based
and/or exchange-based wagering.
Inventors: |
Betteridge; Albert;
(Greenwich, CT) |
Correspondence
Address: |
KIRKPATRICK & LOCKHART PRESTON GATES ELLIS LLP
535 SMITHFIELD STREET
PITTSBURGH
PA
15222
US
|
Family ID: |
38685818 |
Appl. No.: |
11/409173 |
Filed: |
April 21, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3276 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A wagering system comprising: a server configured for processing
at least one wager on a video game match to be played by players on
a multiplayer gaming network; at least one database operatively
associated with the server, the database being configured for
storing information related to the video game wager; and, a
challenge system operatively associated with the server, the
challenge system being configured to permit a challenger player to
challenge an opponent player to a challenge wager associated with
the video game match.
2. The wagering system of claim 1, further comprising a
confirmation system configured to receive confirmation of the
outcome of the video game match.
3. The wagering system of claim 1, further comprising at least one
web site page operatively associated with the server to allow
selection from among a set of video games that can be played for
wagers.
4. The wagering system of claim 3, further comprising the set of
video games being separated into multiple sections according to a
factor selected from the group consisting of a multiplayer gaming
network associated with the video game, a type of video game, and a
gaming mode.
5. The wagering system of claim 1, further comprising at least one
web site page operatively associated with the server to allow
storage of a wager in association with at least one video game.
6. The wagering system of claim 1, further comprising at least one
web site page operatively associated with the server to allow
acceptance of a wager in association with at least one video
game.
7. The wagering system of claim 1, further comprising at least one
player profile stored on the database.
8. The wagering system of claim 1, further comprising the server
being configured to transfer a wager amount based on the outcome of
the video game match.
9. The wagering system of claim 1, further comprising a competency
structure operatively associated with the server, the competency
structure being configured for maintaining at least one skill level
of at least one of the players.
10. The wagering system of claim 1, further comprising the database
being configured to store multiple wagers for a particular video
game or for multiple video games.
11. The wagering system of claim 1, further comprising the database
being configured to permit removal of an unaccepted, stored
wager.
12. The wagering system of claim 1, further comprising the server
being configured to automatically communicate to the players that
they should compete upon determining compatibility of stored
wagers.
13. The wagering system of claim 12, wherein determining
compatibility includes comparing skill levels associated with the
players.
14. The wagering system of claim 1, further comprising a ratings
system operatively associated with the server, the ratings system
being configured to adjust a rating of at least one player.
15. The wagering system of claim 1, wherein the video game includes
a video game that can be played by multiple players as a team.
16. The wagering system of claim 2, further comprising the
confirmation system being configured to award a prize to the
winning player upon receiving the same confirmation of the wager
outcome from both players.
17. The wagering system of claim 1, further comprising a ratings
system operatively associated with the server, the ratings system
being configured for adjusting a rating of at least one of the
players.
18. The wagering system of claim 17, further comprising the ratings
system being configured to not allow a player to accept a wager if
a rating of the player falls below a threshold level.
19. The wagering system of claim 2, further comprising a dispute
settlement system operatively associated with the server, the
dispute settlement system being configured for determining a wager
outcome if the confirmation system receives a different
confirmation of the wager outcome from each player.
20. The wagering system of claim 1, further comprising the
challenge system being configured for permitting the challenger
player to configure the challenge wager to be sent to the opponent
player.
21. The wagering system of claim 1, further comprising the
challenge system being configured for permitting the opponent
player to select an action from the group consisting of accept,
decline, and counter with respect to the challenge wager.
22. The wagering system of claim 1, further comprising a challenge
room system for permitting challenger players to challenge opponent
players in networked video game play.
23. The wagering system of claim 1, further comprising the server
being configured to facilitate a video game tournament.
24. The wagering system of claim 1, further comprising the server
being accessible through a game console.
25. The wagering system of claim 1, further comprising the server
being accessible through a cable network connection.
26. The wagering system of claim 1, further comprising at least one
web site operatively associated with the server, the web site being
accessible through a game console.
27. The wagering system of claim 1, further comprising at least one
web site operatively associated with the server, the web site being
accessible through a cable network connection.
28. A method for facilitating wagering on a video game, the method
comprising: processing at least one wager on a video game match to
be played by players on a multiplayer gaming network; storing
information related to the video game wager; and, permitting a
challenger player to challenge an opponent player to a challenge
wager associated with the video game match.
29. A computer-readable medium including instructions for causing a
computer system to execute a method for facilitating wagering on a
video game, the medium comprising: instructions for processing at
least one wager on a video game match to be played by players on a
multiplayer gaming network; instructions for storing information
related to the video game wager; and, instructions for permitting a
challenger player to challenge an opponent player to a challenge
wager associated with the video game match.
30. A wagering system comprising: a server configured for
processing at least one wager on a video game match to be played on
a multiplayer gaming network, wherein the server is configured to
enable wagered video game play through at least one electronic
environment selected from the group consisting of a directly
operatively associated game server and a directly operatively
associated multiplayer gaming network; at least one database
operatively associated with the server, the database being
configured for storing information related to the video game wager;
and, at least one of the following: (i) a challenge system
operatively associated with the server, the challenge system being
configured to permit a challenger player to challenge an opponent
player to a challenge wager associated with the video game match;
or, (ii) an exchange-based wagering system operatively associated
with the server, the exchange-based wagering system being
configured to match opponents to wager on a video game.
31. The wagering system of claim 30, further comprising a
confirmation system configured to facilitate confirmation of the
outcome of the video game match.
32. The wagering system of claim 30, further comprising an outcome
monitoring system configured to automatically verify the outcome of
the video game match.
33. The wagering system of claim 30, further comprising the server
being configured to facilitate a video game tournament.
34. A method for facilitating wagering on a video game, the method
comprising: processing at least one wager on a video game match to
be played on a multiplayer gaming network, including enabling
wagered video game play through at least one electronic environment
selected from the group consisting of a directly operatively
associated game server and a directly operatively associated
multiplayer gaming network; storing information related to the
video game wager; and, at least one of the following: (i)
permitting a challenger player to challenge an opponent player to a
challenge wager associated with the video game match; or, (ii)
matching opponents to a wager on the video game match through an
exchange-based wagering system.
35. A computer-readable medium including instructions for causing a
computer system to facilitate wagering on a video game, the medium
comprising: instructions for processing at least one wager on a
video game match to be played on a multiplayer gaming network,
including instructions for enabling wagered video game play through
at least one electronic environment selected from the group
consisting of a directly operatively associated game server and a
directly operatively associated multiplayer gaming network;
instructions for storing information related to the video game
wager; and, at least one of the following: (i) instructions for
permitting a challenger player to challenge an opponent player to a
challenge wager associated with the video game match; or, (ii)
instructions for matching opponents to a wager on the video game
match through an exchange-based wagering system.
Description
FIELD OF THE INVENTION
[0001] The invention generally relates to processing wagers in
association with networked or online video game play.
BACKGROUND
[0002] The technological landscape for online multiplayer video
gaming is rapidly evolving into exciting new areas. Online video
game play through multiplayer gaming networks and game servers
provides an entertaining experience by offering players the
opportunity to compete with live opponents on different networked
gaming devices. There are presently many multiplayer gaming
networks and game servers available that allow players to compete
in video games against each other, and at least some of these
electronic environments have the capability to permit interaction
among players on a global scale.
[0003] In view of this emerging technological landscape, what are
needed are more effective ways to further enhance the excitement
and entertainment value of the online video gaming experience,
especially with regard to video games played in multiplayer
electronic environments.
BRIEF DESCRIPTION OF THE FIGURES
[0004] The utility of the embodiments of the invention will be
readily appreciated and understood from consideration of the
following description of the embodiments of the invention when
viewed in connection with the accompanying drawings.
[0005] FIG. 1 includes a system architecture diagram illustrating
various exemplary aspects of a wagering system configured in
accordance with embodiments of the invention;
[0006] FIG. 2A includes a process flow diagram illustrating certain
aspects of wagering processes that may be conducted in accordance
with embodiments of the invention;
[0007] FIG. 2B includes a process flow diagram illustrating certain
aspects of wagering processes that may be conducted in accordance
with embodiments of the invention;
[0008] FIG. 2C includes a process flow diagram illustrating certain
aspects of wagering processes that may be conducted in accordance
with embodiments of the invention;
[0009] FIG. 2D includes a process flow diagram illustrating certain
aspects of wagering processes that may be conducted in accordance
with embodiments of the invention; and,
[0010] FIGS. 3 through 65 illustrate examples of screen displays
that may be provided in accordance with various wagering system,
process, and computer-readable media embodiments of the
invention.
DESCRIPTION
[0011] As applied herein, a "wager" or "wagering" involves players
staking something of value (e.g., money, tokens, or points) for an
opportunity to win something of value (e.g., a prize) subject to
the outcome of an event (e.g., a video game contest between
players), wherein the outcome of the event is predominantly
determined by the skill of the players involved in the event and
not a chance occurrence. In comparison, a "bet" or "gambling"
involves staking something of value (e.g., money, tokens, or
points) for a chance to win something of value (e.g., a prize)
subject predominantly to the outcome of an event (e.g., a lottery
drawing) which is predominantly a chance occurrence.
[0012] "Exchange-based wagering" refers to the process by which
players of similar preferences, who may or may not know each other
and want to wager on a particular form of game play, are matched as
opponents by an online wagering system, according to various
wagering, skill level, ratings criteria and/or other criteria. By
way of comparison, "challenge-based wagering" refers to the process
by which a challenger player challenges an opponent player to a
challenge wager associated with a video game match.
[0013] A "multiplayer gaming network" or "gaming network" includes
any networked medium that enables players to engage in a video game
or any other electronic gaming activity between/among the players.
One example of a third-party "multiplayer gaming network" suitable
for use with various embodiments of the present invention is the
"Xbox Live" gaming network operatively associated with the "Xbox"
gaming system (Microsoft Corporation). Another example is a
multiplayer gaming network that is operatively associated with a
wagering system, in order to enable users to engage in wagered
competition.
[0014] A "video game" includes any electronically executed game
that can be played over a multiplayer gaming network, game server,
or other electronic gaming environment in accordance with one or
more embodiments of the invention. Examples of video games include,
without limitation, wireline console-based games, such as those
played on the "Xbox" gaming system; wireless console-based games,
such as those played on the "PSP" gaming system (Sony Corporation);
personal computer ("PC") games; wireless telephone-based games;
and, a variety of other types of electronic games.
[0015] A "game console" includes any device or apparatus that can
be configured for playing one or more video games on a multiplayer
gaming network. Examples of "game consoles" may include, without
limitation, video gaming system consoles, computer systems,
personal data assistants (PDAs), wireless telephones, or any other
device that can be configured for use as a game console in
accordance with one or more embodiments of the invention described
herein. In another example, cable controllers configured for access
to cable network media may include interactive features, so that
users can employ cable boxes as game consoles, for example, to
practice various aspects of the invention described herein.
[0016] The term "communication media" includes any medium capable
of receiving data communications in accordance with various
embodiments of the invention such as, without limitation, network
connections (e.g., an intranet, extranet, or the Internet),
wireless data networks, wire line data networks, satellite
networks, or cable network connections.
[0017] The term "web site" may refer to any set of at least one
page generated by at least one server in accordance with the
various embodiments of the invention, such as, pages accessed
through a computer system, as well as data screens that can be
manipulated to produce designated functions related to a
multiplayer gaming network accessed through a game console, such
as, for example, an introductory data screen that a player would
see after accessing the "Xbox Live" network through his or her
"Xbox" gaming system.
[0018] The term "web server" may include any server utilized to
generate at least one web site, while the term "game server" may
include any server that enables game play on at least one
multiplayer gaming network or other electronic environment.
[0019] Unless otherwise noted or readily evident from the context
as applied herein, the term "player" refers to players
participating on a multiplayer gaming network or other electronic
environment who may also be "users" of a wagering system provided
in accordance with the present invention. The terms "player" and
"user" sometimes may be used interchangeably herein.
[0020] With reference to FIGS. 1 through 2D, general aspects of an
exemplary wagering system architecture and wagering processes that
may be provided in accordance with various embodiments of the
invention are illustrated. In various embodiments, a wagering
system 102 includes a server 102A configured to receive and process
wagers that can be placed and settled in association with networked
video game play. The server 102A may include a web server and/or
game server, for example, and may be operatively associated with
one or more wager databases 102B or other like storage media
configured for storing a variety of wagering related information.
The server 102A may host one or more web sites 102C including
various pages or screen displays that facilitate collection,
analysis and processing of wagering information and/or other data
communicated to/from the wagering system 102. For example,
information may be communicated to the wagering system 102 from
various players 112, 114, 116 using multiple game consoles 106,
108, 110 (respectively), to play video games on a multiplayer
gaming network 104. In various embodiments, the players 112, 114,
116 may also be users with respect to accessing and using various
features of the wagering system 102.
[0021] In general, the wagering system 102 functions to allow the
players 112, 114, 116 to select from among a diverse set of video
games that can be played for wagers; to permit the players 112,
114, 116 to store wagers; to accept the wager of an opponent with
whom they would like to compete; to remove or modify unaccepted
wagers; as well as to perform various other functions. In certain
embodiments, the wagering system 102 may be configured to enable
video game play between/among the players 112, 114, 116 through a
multiplayer gaming network 104 operatively associated with the
wagering system 102. In other embodiments, however, the wagering
system 102 may not enable video game play between/among the players
112, 114, 116. For instance, the software that permits
communication and interaction between/among the game consoles 106,
108, 110 during video game play can be executed by a multiplayer
gaming network 104 operated by a third-party. In certain
embodiments, the wagering system 102 may thus be configured to
operate independently of the multiplayer gaming network 104; and,
the game consoles 106, 108, 110 may interact with each other on a
third-party multiplayer gaming network 104 to conduct video game
play. In certain embodiments, the wagering system 102 may be
configured to enable wagered game play for certain video games on
an operatively associated multiplayer gaming network 104, in
addition to facilitating wagering on game play executed on at least
one third-party multiplayer gaming network 104. The dotted line 118
is intended to represent an association, with or without a direct
connection or communication, between the operative functions of the
wagering system 102 and the multiplayer gaming network 104,
depending on whether the multiplayer gaming network 104 is or is
not directly operatively associated with the wagering system
102.
[0022] As described hereinafter in more detail, the wagering system
102 provides a variety of functions: to permit players 112, 114,
116 to register and maintain wager accounts 102D; to store details
of player 112, 114, 116 profiles; to store payment information; to
allow players 112, 114, 116 who wish to wager in a variety of video
games to locate one another for competition on a third-party
multiplayer gaming network 104; to confirm outcomes of video game
matches with a confirmation system 102E; to apply ratings to users
with a ratings system 102F that reflect their conduct with respect
to the wagering system 102 and interactions with competitors; to
transfer an amount indicative of the wager at the conclusion of
video game matches, for example; to store outcomes of played video
games, including a competency structure 102G that tracks and
maintains the skill levels of players 112, 114, 116 with respect to
various video games; to settle disputes between players 112, 114,
116 associated with wager outcomes by employing a dispute
settlement system 102H; to allow players 112, 114, 116 to wager
with specific other players 112, 114, 116 using a challenge system
1021; to permit players 112, 114, 116 to create and maintain a
member profile that is accessible by other players 112, 114, 116,
using a member profile system 102J; to allow players 112, 114, 116
to wager with other players 112, 114, 116 who are ready to engage
in wagered competition, using a challenge room system 102K; to
enable wagered competition on a directly operatively associated
multiplayer gaming network 104 or directly operatively associated
game server 126, through the application of a networked game
wagering system 102L, for example; and/or other functions.
[0023] As shown in FIG. 1, one or more communication media 120 may
be provided to enable communications between one or more of the
game consoles 106, 108, 110 and the wagering system 102. Also one
or more access devices 122 may be employed by the players 112, 114,
116 or other users to communicate with the wagering system 102, for
example, through one or more of the communication media 120.
Examples of access devices 122 include, without limitation,
computer systems, personal data assistants (PDA's), telephones (of
wireless or wire line variety), and/or any other access device
suitable for accessing the functions of the wagering system
102.
[0024] Prior to entering into wagered video game play, the players
112, 114, 116 may be required to register as users with the
wagering system 102 in a variety of ways. For example, a visitor
home page 352 may include: a registration link 354 to direct new
users to one or more registration pages 502, 602 to register at
step 202; and a conventional login area 356 wherein existing or
registered members can enter usemame and password information to
access wager account 102D information maintained by the wagering
system 102 at step 206. Otherwise, visitors or members who have not
yet logged-in may be prompted to register or log into their
accounts 102D, if they attempt to engage in wagering activity
within one or more web sites 102C of the wagering system 102. The
users may be presented with a prompt 404 as shown in the screen
display 402 of FIG. 4 that permits entry of login information
(e.g., username and password information) to access the wagering
system 102, and/or permits unregistered users to access the
registration pages 502, 602. In this manner, it can be seen that
visitors, as well as members who have not yet logged in, can be
permitted to view substantially the same wagering activity on the
web site 102C as members who had logged into their accounts 102D.
The system 102 can be configured, however, to not permit wagering
activity by visitors or unregistered users until registration and
login procedures are completed.
[0025] To register at step 202 and gain access to the wagering
system 102, new users may be presented with the registration pages
502, 602. On the registration page 502, new users may enter various
name and contact information 504, as well as the third-party gaming
networks 506 on which they compete and/or the network
identifications 508 that the user employs when playing video games
on at least one third-party multiplayer gaming network 104. New
users may also enter desired usemame 510 and password 512
information to permit account 102D access on the wagering system
102. On the registration page 602, a user may enter information to
be displayed on a member profile, through the application of the
member profile system 102J, which may be a computer system or
software module that tracks, stores, and/or presents member profile
information. For example, players 112, 114, 116 may input data
regarding which video game titles they own to be included as part
of their member profiles. Data collected on the registration pages
502, 602 may be stored in the wager database 102B.
[0026] In association with registration, new users may be directed
to a "deposit options" page 702, as illustrated by the screen
display of FIG. 7, to select or edit deposit options at step 204.
The "deposit options" page 702 permits the user to select a payment
method for establishing a wager account 102D with the wagering
system 102. Users may be able to deposit funds in a service account
or the wager account 102D using a credit card, bank transfer, or
through a variety of payment processors 124 (examples of which are
included in the payment method section 704) that provide payment
processing services to the wagering system 102. The payment
processors 124 can facilitate the transfer of funds to/from the
wager account 102D of the user, for example. To load credit into a
wager account 102D, a user may transfer money into the wagering
system 102 by using one or more accounts managed for the user by
the payment processor 124, and/ or by using a credit card or bank
transfer. Once established, the wager account 102D may be employed
by the wagering system 102 to credit or debit wager amounts for the
user to settle wagers made in association with video game play
(i.e., wins or losses) on the multiplayer gaming network 104, for
example.
[0027] Once a registered account is accessed by a previously
registered user or a new user at step 206, a member home page 802
as seen in the screen display of FIG. 8 may be displayed by the
wagering system 102. The member home page 802, like the visitor
home page 352, may includes links 804 to the most popular wager
pages, links 806 to "featured wager pages" that the service may
want to highlight, links 808 to various pages that display player
rankings based on competition for a wager in a particular game
and/or overall competition on the wagering system 102, as well as
"Wager Center" links 810 to various networked video games that a
user can play either for free and/or for a wager on a multiplayer
gaming network 104 operatively associated with the wagering system
102.
[0028] Various screen displays presented by the web sites 102C,
such as the member home page 802, may include a toolbar 812 of
links positioned horizontally across the screen display as shown.
The links in the toolbar 812 may include a "home page" link 812A to
access the member home page 802, a "terms and conditions" link 812B
to display terms and conditions of using the wagering system 102,
and/or an "instructions" link 812C to access written instructions
or a visual demonstration, for example, explaining how the service
operates. Various screen displays presented by the web site 102C
may also include a toolbar 814 of links positioned vertically
across the screen display, as shown on the member home page 802,
for example. The toolbar 814 may be separated into distinct
sections for a variety of third-party multiplayer gaming networks
104 on which users may compete for wagers using the wagering system
102. Within these sections on the toolbar 814, there may be
different links for disparate types of video games that can be
played on the given multiplayer gaming network 104 (e.g.,
"Fighting," "Racing," "RPG," "Shooter," "Sports," etc.). For
instance, there could be a link devoted to "Xbox Live" (Microsoft
Corporation) "Sports" games or "Sony Online" (Sony Corporation)
"Fighting" games. In addition, the toolbar 814 may be configured to
display only those links to multiplayer gaming networks 104 and
types of video games that are compatible for play with the
particular game console 106, 108, 110 of the user (e.g., links for
"Sony Online" games only).
[0029] Each game type link may allow users to access a pull-down
menu 904 of sub-links 906 related to video game titles of that game
type, as shown in screen display 902 of FIG. 9, for example. In
certain embodiments, a video game title link may allow a user to
access another pull-down menu 1004 of sub-links 1006 related to the
video game, as depicted in screen display 1002 of FIG. 10. In
various embodiments, the sub-links 1006 may allow a user to access
wager pages for different network game-playing modes for the game,
a challenge room page for the game, a tournament-scheduling page
for the game, as well as a page displaying user rankings 1102
related to wagering on the game, as shown in the screen display of
FIG. 11, for example.
[0030] Referring again to FIG. 8, various screen displays presented
by the wagering system 102 may also include a vertically positioned
toolbar 816 of links as shown, for example, on the member home page
802. The links on the toolbar 816 may allow users to access
functions and processes relevant to the management of the wager
account 102D. For example, an "account statement" link 816A may
allow access to an "account statement" page 1202 that displays
wager account 102D statements and allows users to modify
contact/password information, as well as to register with the
wagering system 102 for other third-party multiplayer gaming
networks 104, for example, on which they can compete. An example of
an "account statement" page 1202 is shown in the screen display of
FIG. 12. In addition, a "confirm outcome" link 816B may allow users
to access a function or page on which they can confirm the outcome
of wagers, which were entered into using the wagering system 102
and competed for on a third-party multiplayer gaming network 104.
An example of a "confirm outcome" page 1302 is shown in the screen
display of FIG. 13. A "deposit money" link 816C provides navigation
to the "deposit options" page 702 to permit users to add credit to
wager accounts 102D. A "withdraw money" link 816D can direct users
to a function or page that facilitates withdrawal of available
credit or the amount of the credit balance in the wager account
102D not otherwise needed to cover any outstanding wager, for which
a user still needs to confirm the outcome, in addition to the
largest stored wager, as well as the sum of all sent and/or
accepted challenges or counter-challenges. An example of a
"withdrawal options" page 1402 is illustrated in the screen display
of FIG. 14. A "player profile" link 816E may direct users to a
function or page that summarizes a user's skill levels competing in
games and/or game modes for a wager; records win/loss records for
each game and/or game modes for a wager; records profit and/or loss
information associated with playing games and/or game modes for a
wager; and/or, allows users to update their member profiles through
application of the member profile system 102J. An example of a
"player profile" page 1502 is shown in the screen display of FIG.
15. In addition, a "challenge mailbox" link 816F may direct users
to a function or page that depicts wager challenges or
counter-challenges that have been received and/or sent by a user
from/to other players 112, 114, 116. An example of a "challenge
mailbox" page 1602 is depicted in FIG. 16.
[0031] Also, on the toolbar 816, users may be presented with a
"Stored Wagers" section 816G that displays a list of outstanding,
stored wagers for the user on the database 102B of the wagering
system 102. For each wager, a button or other function can be
provided that allows for the removal of the wagers from the
database 102B, if desired. It can be appreciated that the number of
wagers in the "Stored Wagers" section 816G varies depending on the
number of wagers stored by the user. If a user does not have any
wagers stored, then a "None" indication may be presented in the
"Stored Wagers" section 816G.
[0032] At step 208, a user may access a wager page to select a
video game for which the user wants to review, store or accept a
wager. Selecting the "head-to-head" football link on the pull-down
menu 1004, for example, directs a user to the exemplary wager page
1702 shown in the screen display of FIG. 17. In general, the wager
page 1702 may be substantially representative of the
characteristics of all wager pages that may be provided for
different video games in accordance with embodiments of the
invention. As shown, the wager page 1702 includes a list of wagers
1704 that the players 112, 114, 116 have stored on the wagering
system 102 for a particular video game. The list 1704 may include
the usemame 1706, user rating 1708, and/or the skill level 1710 of
each player 112, 114, 116 who stored a wager, as well as a
suggested competition time 1712 and a wager amount 1714. On the
wager page 1702, the user may accept a particular stored wager with
the intent of playing the video game for the wager amount 1714. In
addition, the wager page 1702 may include a "store wager" option
1716 that allows users to add wagers to the list of wagers 1704 by
inputting wager amounts 1714. In various embodiments, the wagering
system 102 may refuse to accept wager amounts less than a
predetermined minimum level or greater than a predetermined maximum
level. Once the "store wager" option 1716 is selected, a "wager
form" 1802, an example of which is depicted in the screen display
of FIG. 18, may be presented to the user with a wager amount field
1804 that permits entry of the wager amount 1714. If the user
attempts to store a wager amount 1714 greater than the credit
amount available in the user's wagering system 102 wager account
102D, a notification 1904, an example of which is shown in screen
display 1902 of FIG. 19, may be presented to the user.
[0033] In addition, the wager page 1702 may be configured to permit
users to sort the list of stored wagers 1704 according to user
rating 1708, skill level 1710, suggested competition time 1712,
and/or wager amount 1714, for example. In various modes of
operation, the list of stored wagers 1704 may be ordered so that
the wager with the most imminent suggested competition time 1712 is
listed first on the list 1704.
[0034] In various embodiments, a credit balance 81 6H of the wager
account 102D of a user can be displayed on the toolbar 816, for
example, of various pages of the wagering system 102. In addition,
users may be permitted to view a breakdown of gross transactions
that have impacted the credit balance 816H by navigating to the
"account statement" page 1202, using the associated link 816A on
the toolbar 816, for example. As shown, the "account statement"
page 1202 can be configured to display transactions including total
amounts deposited to the wagering system 102, total amounts
withdrawn, total fees taken from winning wagers, and/or total
amounts won and/or lost by the user.
[0035] In operation of the wagering system 102, if a player 112,
114, 116 cannot find a compatible wager stored on the wagering
system 102 to accept at step 254, the player 112, 114, 116 can
store a wager at step 256, and/or log into a third-party
multiplayer gaming network 104 at the suggested competition time.
Users may also be permitted to store multiple wagers on the
wagering system 102 for a particular video game or multiple video
games to promote an increased probability that a competitor will be
available to play for one of the multiple wagers. With respect to
multiple wagers, the wagering system 102 can be configured to
verify that the player 112, 114, 116 has enough available credit in
the wager account 102D to cover the largest of the multiple stored
wagers. A player 112, 114, 116 who stores a wager may be
automatically notified at step 258 by e-mail, instant messenger,
text message, or another communication method, if another player
112, 114, 116 has accepted their wager and may be given their
competitor's multiplayer gaming network 104 identification, among
other information. It can be seen that players 112, 114, 116 who
had previously stored wagers on the wagering system 102 can await
notification of wager acceptance while working on a computer system
or other access device 122 (wireless telephone, PDA, notebook,
etc.), in addition to the gaming console 106, 108, 110.
[0036] If the user stores a wager substantially compatible with a
wager previously stored by another player 112, 114, 116, and if the
wagering system 102 determines through the application of its
competency structure 102G that the skill levels associated with the
players 112, 114, 116 who stored the wagers, as well as the
suggested competition times, are compatible, then the players 112,
114, 116 associated with the wagers may be directed to compete in
networked match play at step 260. The wagering system 102 may be
configured to define compatible wager amounts as substantially the
same amounts or within a certain acceptable range of deviation
between the amounts. The competency structure 102G of the wagering
system 102 may be configured to not permit players 112, 114, 116 of
comparatively higher skill levels to accept wagers from players
112, 114, 116 at comparatively lower skill levels, but the converse
may be permitted (i.e., lower skill level players 112, 114, 116 can
be permitted to accept wagers stored by comparatively higher skill
level players 112, 114, 116). Also, the competency structure 102G
of the wagering system 102 may be configured to not permit a player
112, 114, 116 having a first skill level to play against a player
112, 114, 116 at a second skill level, wherein the absolute
magnitude or percentage difference between the first and second
skill levels exceeds a predetermined maximum level.
[0037] If the wagering system 102 matches compatible wagers, or if
a user accepts a stored wager on the wager page 1702, for example,
then the user can be presented with a confirmation page 2002, an
example of which is shown in the screen display of FIG. 20. The
confirmation page 2002 prompts the user to accept or decline the
video game wager subject to the terms and conditions displayed on
the confirmation page 2002. On the other hand, if a user stores a
wager, then the user can be presented with the confirmation page
2102, an example of which is shown in the screen display of FIG.
21. These confirmation pages 2002, 2102 may display one or more
reference numbers attributed to stored or accepted wagers by the
wagering system 102.
[0038] If a user accepts another user's stored wager, then that
particular stored wager can be removed from the wager page 1702 by
the wagering system 102. If a user had multiple stored wagers on
the wager page 1702, or on multiple wager pages 1702, and the user
enters into competition for one of the wagers, then all of the
wagers can be removed from that wager page 1702, and/or all of the
wager pages 1702.
[0039] To accept a wager at step 254, users may be required to have
sufficient available credit in the wager account 102D to cover the
wager amount, and to have challenged another user of a compatible
skill level. If a user attempts to accept a wager without meeting
these criteria, among possibly others, then the wagering system 102
may present the user with a notification 2204 shown in the screen
display 2202 of FIG. 22, for example, for attempting to compete
with another player 112, 114, 116 having an incompatible skill
level; a notification 2304 shown in screen display 2302 of FIG. 23,
for example, for attempting to compete with another player 112,
114, 116 and having too low of a user rating; and/or, a
notification 2404 shown in the screen display 2402 of FIG. 24, for
example, for attempting to accept a wager of an amount greater than
the available credit of the wager account 102D. In this event, the
wagering system 102 may be configured to automatically direct the
user as to how to transfer additional funds into the wager account
102D.
[0040] If users have met the necessary criteria and have stored a
wager, then they may receive a prompt 2504 shown in the screen
display 2502 of FIG. 25, for example, notifying them to prepare
their game console 106, 108, 110 and await a challenger to compete
in the designated video game on the third-party multiplayer gaming
network 104 at the suggested competition time. If the users have
met the necessary criteria and have accepted a stored wager, then
they may receive a prompt 2604 as shown on screen display 2602 of
FIG. 26, advising them to prepare their game console 106, 108, 110
for game play, in the designated networked video game at the
suggested game time, and telling them the network identification of
their competitor, so that they can locate them on the third-party
gaming network 104 for game play. After the user who accepted the
wager locates the user who stored it on the third-party multiplayer
video game network 104, they may compete for the wager at step 260,
in the same manner as if they were engaging in non-wagered
competition on the third-party multiplayer gaming network 104
independently of the operation of the wagering system 102.
[0041] At step 262, using the confirmation system 102E, the
competitors may confirm the outcome of their wager in various
embodiments of the confirmation system 102E. For example, the users
may confirm the outcome through a link in an email sent by the
wagering system 102 to both competitors after one of them accepted
the stored wager of the other. This link may take them to the
"confirm outcome" page 1302 as is seen in the screen display of
FIG. 13 associated with their wager account 102D. This page 1302
may display information regarding any wagers 1304, 1306 that they
may have stored, which another user had accepted, or they may have
accepted themselves, in addition to any wager challenges that they
may have sent and another player 112, 114, 116 accepted or wager
challenges that they may have received and accepted. Furthermore,
the page 1302 may allow them to confirm the outcome of the wager or
wagers 1304, 1306 through associated buttons and/or other functions
(e.g. "won," "lost," or "did not play"). In general, users may
confirm the outcome of a wager in a variety of ways. For example,
in certain embodiments, users may confirm wager outcomes by using a
wireless telephone, or another wireless access device 122, to
communicate a text message to the confirmation system 102E, or by
using another mobile interactive feature.
[0042] At step 264, if both players 112, 114, 116 confirm the same
outcome of their wager, such as by using the confirmation system
102E, then the wagering system 102 may award a prize to the winning
player 112, 114, 116 at step 266 by transferring a credit
equivalent to the funds staked in the wager from the wager account
102D of the losing player 112, 114, 116 to the wager account 102D
of the winning player 112, 114, 116. In various embodiments, the
wager amount may be reduced by a transaction fee charged by the
wagering system 102. In this manner, no funds need to be
transferred directly between users of the wagering system 102;
instead, the server 102A can be configured to update balances of
the wager accounts 102D to reflect the results of wagers won or
lost by the players 112, 114, 116.
[0043] At step 264, if neither player 112, 114, 116 confirms the
outcome, if only one player 112, 114, 116 confirms the outcome, or
if the players 112, 114, 116 confirm different outcomes, then no
prize may be transferred between wager accounts 102D. In this
event, at step 270, the dispute settlement system 102H may be
invoked to help to determine or settle the outcome of the video
game wager. If one or both of the players 112, 114, 116 did not
confirm the outcome, then the non-confirming player 112, 114, 116,
or players 112, 114, 116, may be sent another email, reminding them
to confirm the wager outcome and of the possible consequential
adjustment to their user ratings if they do not confirm.
[0044] Otherwise, if the two players 112, 114, 116 confirm
different outcomes at step 264, then the players 112, 114, 116 may
receive each other's email addresses, for example, from the dispute
settlement system 102H at step 270, in order to jointly resolve the
discrepancy in reported outcomes. Also, the players 112, 114, 116
may be notified by the wagering system 102 of possible
consequential adjustment to their user ratings, if they do not
confirm matching outcomes. Through a link in this email
communication, for example, the players 112, 114, 116 may be
provided with a chance to re-confirm the outcome of the wager.
[0045] If the dispute can be satisfactorily resolved at step 272,
then the credit transfer of step 266 can occur. If the dispute
cannot be resolved at step 272, however, one or both players 112,
114, 116 may have their user ratings adjusted by the ratings system
102F, at step 268, as follows. If, after invoking the dispute
settlement system 102H, neither player 112, 114, 116 confirms the
outcome, then both players 112, 114, 116 user ratings may be
adjusted by the ratings system 102F. If only one player 112, 114,
116 confirms the outcome, then only the other player's 112, 114,
116 user rating may be adjusted by the ratings system 102F. In
certain embodiments, if the players 112, 114, 116 do not confirm
the same outcome, then both players 112, 114, 116 user ratings may
be adjusted by the ratings system 102F.
[0046] Users of the wagering system 102 may have user ratings
displayed next to their stored wagers, based on the aforementioned
rating factors. For instance, new users could start with an
initial, predetermined percentage user rating that can be adjusted
in accordance with subsequent actions of the users in view of the
rating factors. While users may have multiple skill levels for
different video games and game modes, the users may be provided
with a single user rating, which may be impacted by the manner in
which they utilize the wagering system 102 with respect to wagered
video game play. Over time, it can be seen that the user ratings
system 102F can become a self-regulating device to penalize users
who do not accurately, or who never, confirm the outcome of their
wagers. It can be seen that the time a player 112, 114, 116 with a
lower user rating may wait for a video game opponent to select his
or her wager generally would be greater than the time that a player
112, 114, 116 with a higher user rating would have to wait.
Moreover, a user may not be allowed to accept wagers of other
players 112, 114, 116 wagers, if that user's rating falls below a
specified threshold level. The application of the user rating
system 102F thus reduces the possibility that a user can misuse or
ignore the confirmation system 102E.
[0047] Following the credit transfer at step 266, the wagering
system 102 may be configured to process the outcome of the
concluded match, at step 274, to alter a competency structure 102G
maintained by the wagering system 102 for the players 112, 114,
116. The competency structure 102G may be created and configured as
follows. Each user of the wagering system 102 can be given skill
levels in a particular video game based on a combination of
factors, including, for example, the amount of money won or lost,
as well as a win-loss record or other score achieved, by playing
the video game against other users for wagers. For example, users
might be given a skill level between one and ten, one representing
an extremely poor player and ten representing an exceptional
player. In this example, the skill level in a given video game
would increase, if a win-loss record or a wagered amount won by the
user improved, according to established algorithms. The users may
access their skill levels, as well as win-loss records or other
scores achieved on the "player profile" page 1502 by clicking on
the "player profile" link 816E on the vertical toolbar 816 included
on each member page. If a user has not yet played a particular
video game for a wager, then an initial, mid-range skill level may
be given to the user, for example. The wagering system 102 may be
configured to not set the initial skill level to the lowest
possible skill level, because the user might be relatively
experienced playing the video game but has not yet played the game
for a wager using the wagering system 102. Based on the function of
the competency structure 102G, the wagering system 102 can be
configured to permit players 112, 114, 116 of lower skill levels to
challenge other players 112, 114, 116 with substantially the same
or better skill levels, but the converse may or may not be
permitted by the wagering system 102.
[0048] Embodiments of the invention may also include a myriad of
manifestations of team game play (e.g. "cooperative"), from
two-on-two competitions to games where multiple players 112, 114,
116 compete on the same team against a similar number of opponents
on an opposing team. Additional links may be added to the pull-down
menu 1004, for example, for different modes of team play and
distinct wager pages 1702 may be created for each type of network
game-playing mode. For instance, there could be separate links to
different wager pages 1702 for one-on-one competitions, as compared
to two-on-two competitions. For each team game playing mode, a
similar mode of operation to what has been described previously
herein would permit wagering on match play. To permit multiple
players 112, 114, 116 to compete together for a wager, for example,
one player 112, 114, 116 may access the page of the web site 102C
that displays the list of stored wagers for the game and network
game-playing mode that his or her team wishes to play. An example
of a wager page 2702 for team game play is illustrated in the
screen display of FIG. 27. If the user decides to accept or store a
wager, his or her teammates' third-party gaming network 104
identities and/or usemames can be entered into the wagering system
102, through a "team wager form" page 2802, an example of which is
shown in the screen display of FIG. 28. Information of the team
member who stored a wager may be listed on the wager page 2702 for
team game play, or player 112, 114, 116 information for all team
members may be listed.
[0049] Each teammate may need to confirm storage or acceptance of
the team wager, such as by indicating confirmation on a web site
102C, for example, or by accessing a link in an email communicated
by the wagering system 102. If all team members indicate their
willingness to compete for the wager, then those users who accept
the wager will receive the opposing team members' network
identifications. Team video game play may then commence when the
teams locate one another on the third-party multiplayer gaming
network 104. After the competition concludes, each member of either
team or a single representative player elected by each team, may
confirm the outcome of the wager, substantially in accordance with
the process described above. The wager, possibly deducted by a
transaction fee, may then be distributed evenly from each member of
the losing team's wager accounts 102D to each member of the winning
team's wager accounts 102D.
[0050] In various embodiments, the competency structure 102G may be
altered to raise or lower the skill level of each of the players
112, 114, 116 on either team, with respect to the video game and/or
the network game-playing mode. For this reason, in certain
embodiments, a user could have multiple skill levels in the same
game for disparate game modes. Although one player 112, 114, 116
may accept or store a wager, all members of the team may be
required to be registered users of the wagering system 102 and have
sufficient available credit in their respective wager accounts 102D
to cover a pro rata portion of the total team wager to allow the
wager to be stored or accepted pursuant to team play.
[0051] In various embodiments, a member profile may be created for
each user as a part of registration, and then updated using, for
example, an "update profile" link 1504 on the "player profile" page
1502, through an application of the member profile system 102J.
Member profile pages 2902 may be accessed, for example, through a
"player profile" function 1718 on wager pages 1702, which allows
users to search for member profiles by usemame, user rating, and/or
skill level in a game. An example of a member profile page 2902 is
shown in the screen display of FIG. 29. Various types of
information may be stored and accessible to all users on member
profile pages 2902. For example, information stored through the
registration page 602, regarding a user's gaming preferences, as
well as those games and/or third-party multiplayer gaming networks
104 in which a user competes, may be stored in the wager database
102B using the member profile system 102J. Moreover, certain wager
account 102D data may be visible on this page 2902, such as a
user's skill levels. It can be seen that the information displayed
within the profile may facilitate wagering between players 112,
114, 116 by allowing them to determine those games on which a
possible competitor likes to wager and how competent they are
playing them.
[0052] In various embodiments of the invention, each member profile
page 2902 may include a "challenge" button or function 2904 that
allows challengers to access at step 280 a "challenge form" 3004,
an example of which is shown in the screen display 3002 of FIG. 30,
through which a challenger may challenge the user associated with
the profile to compete in a game for a particular wager in
association with operation of the challenge system 1021. At step
281, the challenger may configure one or more features of the
challenge, such as those shown in box 282, for example. By clicking
on the "select game" button or function 3006, for example,
challengers may access a pull-down menu comprising those video
games that the opponent player 112, 114, 116 has engaged in wagered
competition in previously. Likewise, by clicking on the "select
network" button or function 3008, challengers may access
third-party multiplayer gaming networks 104 in which an opponent
has previously competed in the selected video game. If there is
only one third-party multiplayer gaming network 104 in which an
opponent has competed in the selected video game, then that gaming
network 104 may automatically appear in this field. By clicking on
the "game time" button or function 3010, a user may be able to
suggest a time for the wagered competition to the opponent player
112, 114, 116. In certain embodiments, challengers may offer an
opponent player 112, 114, 116 favorable odds or unfavorable odds on
a wager (e.g., a user may challenge another member to compete for a
$ 10 wager with 2-1 odds, in which case the challenger would
receive $5, if he or she won, but pay $ 10, if he or she lost). In
this manner, user/challengers can be permitted by the wagering
system 102 to challenge player/opponents to mutually compatible
competitions.
[0053] In order to send a challenge at step 283, the challenger may
need to click on the "send" button or function 3012 on the
"challenge form" 3004 and then agree to the terms and conditions on
a confirmation page 3102. If players 112, 114, 116 indicate their
agreement on the confirmation page 3102, then a notification 3204,
an example of which is seen in screen display 3202 of FIG. 32, may
be displayed which states the manner by which the challenger may be
informed that the challenge has been accepted. In certain
embodiments of the wagering system 102, users may be able to
challenge players 112, 114, 116 who have lower skill levels. The
wagering system 102 may be configured to require that, in order for
a challenge to be sent, the challenger needs to have sufficient
available credit in the wager account 102D. Received challenges may
be accessible to opponent players 112, 114, 116 on the "challenge
mailbox" page 1602, which displays links 1604, 1606 to access
received challenges and/or links 1608, 1610, 1612 to access sent
challenges. For example, the page 1602 may adopt a layout common to
electronic mail mailboxes (e.g., with an "Inbox" for received
challenges, and an "Outbox" for sent challenges).
[0054] At step 284, by clicking on a link 1604, 1606 to a received
challenge, opponent players 112, 114, 116 may access a "received
challenge form" 3304 that may display, for example, an "accept"
button or function 3306, a "decline" button or function 3308, and/
or, a "counter" button or function 3310, through which they may
"accept" (at step 285A), "decline" (at step 285B), or
"counter-challenge" (at step 285C, e.g., suggest to the challenger
that they compete for a different wager), the received challenge.
An example of the "received challenge form" 3304 is shown in the
screen display 3302 of FIG. 33.
[0055] In order to compete for a received challenge, the opponent
may click on the "accept" button or function 3306 on the "received
challenge form" 3304 at step 285A, and then indicate acceptance of
the terms and conditions of the wager on a confirmation page 3402,
an example of which is illustrated in FIG. 34. If the opponent
indicates acceptance on the confirmation page 3402, then the
opponent may receive a notification 3504, an example of which is
seen in screen display 3502 of FIG. 35, stating the procedures by
which competition for the challenge wager is to be conducted. If
the opponent accepts the received challenge at step 285A and agrees
to the associated terms and conditions, then the competitors may
engage in wagered competition at step 286 using the above-described
process as if the opponent had accepted the challenger's stored
wager. The wagering system 102 may be configured to permit an
opponent to accept a received challenge only if there is sufficient
available credit in the wager account 102D of the opponent.
[0056] On the other hand, if the opponent player 112, 114, 116
clicks on the "decline" button or function 3308 at step 285B, then
the received challenge may be deleted from the opponent's "Inbox"
of received challenges, as well as from the challenger's "Outbox"
of sent challenges.
[0057] If the opponent clicks on the "counter" button or function
3310 at step 285C, then a "counter-challenge form" 3604, an example
of which can be seen in screen display 3602 of FIG. 36, may be
displayed at step 287. On the "counter-challenge form" 3604, the
opponent may revise or configure various features or aspects of the
originally configured challenge at step 288, including features
listed in box 282. For instance, the opponent may change the wager
amount, the game to be played, the third-party multiplayer gaming
network 104 in which competition may take place, and/or the
suggested competition time of the original challenge, among other
features. Again, users may only be able to indicate that they wish
to compete in games and on third-party multiplayer gaming networks
104, in which the players 112, 114, 116 that they are
counter-challenging have engaged in wagered competition. This
counter-challenge may then be sent at step 289 to appear in the
original challenger's "Inbox" or by another means of communication
to be accessed by the challenger at step 290. The wagering system
102 may be configured to permit opponents to send
counter-challenges only if there is sufficient available credit in
the wager account 102D of the opponent.
[0058] In certain embodiments, it can be seen that challenges and
counter-challenges may be exchanged repeatedly or iteratively until
a challenge configuration suitable to both challenger and opponent
can be achieved. At step 291, the players 112, 114, 116 involved in
the challenge wager may confirm the outcome of their match in one
of the ways previously described herein.
[0059] Challenges may be deleted from "challenge mailbox" pages
1602 in the following cases, in addition to the aforementioned case
of when a received challenge is declined at step 285B. The
challenger may cancel a sent challenge by clicking on its link
1608, 1610, 1612, in order to access the relevant "sent challenge
form" 3704 and then clicking on, for example, a "cancel challenge"
button or function 3706. An example of a "sent challenge form" 3704
is shown in screen display 3702 of FIG. 37. If a challenger cancels
a challenge, it may be deleted from both the "Outbox" of the
challenger, as well as the "Inbox" of the opponent. In certain
embodiments, an unaccepted challenge may be automatically be
deleted by the wagering system 102 from the challenge mailboxes,
following a certain period of non-acceptance (e.g., after a number
of hours or days).
[0060] In various embodiments, the challenge system 102I can be
utilized to permit spontaneous challenging between/among players
112, 114, 116 who have indicated readiness to engage in wagered
competition in a particular networked video game, using the
challenge room system 102K. To engage in this form of wagering, a
challenger may click on a "Challenge Room" link in the pull-down
menu 1004 of sub-links 1006 for a game, for example, which then
directs the challenger to the related challenge room page 3802, an
example of which may be seen in FIG. 38. In order to access a
challenge room page 3802, players 112, 114, 116 may need to
indicate that they are already logged into a third-party
multiplayer gaming network 104 and are prepared to compete in a
designated game by accepting an entrance prompt 3904, an example of
which can be seen in the screen display 3902 of FIG. 39. If the
player 112, 114, 116 accepts this prompt 3904, then the usemame,
user rating, and skill level for the game for the player 112, 114,
116 can be listed in a column displaying information related to all
of the players 112, 114, 116 currently in the challenge room page
3802. Users in the challenge room may challenge one another to
compete for wagers by clicking on a "challenge" button or function
3804 alongside a competitor's information. If a user clicks on a
"challenge" button or function 3804, then a "challenge room form"
4004 will appear, through which the challenger may challenge the
associated opponent to wagered competition. The "challenge room
form" 4004 may allow a challenger to input a proposed wager amount
4006, for example. A challenger may also be able to challenge an
opponent to compete for a wager with associated odds, so as to make
a challenge more appealing to the prospective opponent.
[0061] In order to send a challenge, users may need to click on a
"send" button or function 4008 and then indicate their acceptance
of the terms and conditions on a confirmation page 4102, an example
of which can be seen in the screen display of FIG. 41. If the
players 112, 114, 116 indicate their agreement, then they may see a
notification 4204 explaining the process by which they will know if
their challenge has been accepted and how they should compete. An
example of the notification 4204 is illustrated in the screen
display 4202 of FIG. 42. In order to send a challenge in the
challenge room 3802, a user may need to have sufficient available
credit in the wager account 102D. Similar to the challenge-based
features of the wagering system 102 described above for various
embodiments, challengers may be able to challenge opponents who
have comparatively lower skill levels in the game.
[0062] In various embodiments, opponents may be presented with a
"challenge room notification" 4304 after a challenge is sent, an
example of which may be seen in the screen display 4302 of FIG. 43.
The opponent may then utilize an "accept" button or function 4306,
a "decline" button or function 4308, or a "counter" button or
function 4310 on the "challenge room notification" 4304 to accept,
decline, or counter-challenge, respectively, the received
challenge. In order to accept a challenge in the challenge room
3802, a player 112, 114, 116 may need to click on the "accept"
button or function 4306, and then agree to the terms and conditions
on a confirmation page 4402, an example of which is seen in the
screen display of FIG. 44. If an opponent indicates his or her
agreement on the confirmation page 4402, then the opponent may
receive a notification 4504, explaining the procedure by the
competition is to be conducted. An example of the notification 4504
is shown in the screen display 4502 of FIG. 45. In contrast, if a
challenged player 112, 114, 116 clicks on the "decline" button or
function 4308, then the prospective wager may be canceled and the
challenger may be notified that the challenge was declined. If an
opponent clicks on the "counter" button or function 4310, then the
opponent may see a form similar to the "challenge room form" 4004
that permits the opponent to configure a counter-challenge to send
back to the original challenger.
[0063] In various embodiments of the invention, there may be
certain restrictions placed on usage of the challenge room system
102K by the players 112, 114, 116. For example, challengers and/or
challenged players may be limited to sending and/or accepting one
challenge at a time. Once users accept a challenge, their usemame
and associated information may be differentiated from the
information of those users who are available to wager, so that the
players 112, 114, 116 know whom they can challenge in the challenge
room 3802. In certain embodiments, the information of users who
have accepted challenges may appear in italics in a distinct
section on the challenge room page 3802. Challenges made in the
challenge room may expire, so that an opponent can no longer accept
the challenge if the opponent does not respond within a certain
time period, or if the challenger enters into a wager with or
accepts a challenge from another user. If a user leaves a challenge
room page 3802, by accessing another web page, then that user's
associated information may be removed from the challenge room page
3802. In certain embodiments, a player 112, 114, 116 may only be
able to enter a challenge room page 3802 if a user rating is above
a designated threshold level; and may only be able to send or
accept challenges if they have sufficient available credit in the
wager account 102D. In certain embodiments, only members (e.g., not
visitors) may be able to enter the challenge room page 3802.
[0064] In certain embodiments, competitors may be able to engage in
simultaneous wagered competitions without leaving a challenge room
page 3802. For example, after the wagering system 102 processes an
accepted challenge, the challenger may be presented with an
"opponent notification" 4604 informing the challenger that the
wager was accepted and providing the network identification of the
opponent in the challenge. An example of an "opponent notification"
4604 is shown in the screen display 4602 of FIG. 46. In certain
embodiments, the notification 4604 may also allow direct
confirmation of wager outcomes. Moreover, after the wagering system
102 processes an accepted challenge, the opponent may be able to
confirm the wager outcome directly through an "instant confirmation
notification" 4704, an example of which is shown in the screen
display 4702 of FIG. 47. If the competitors confirm the same
outcome through the notifications 4604, 4704, then they may
automatically become available to send and receive further
challenges in the challenge room 3802. If the competitors do not
confirm the same outcome, however, then they may be automatically
directed to the member home page 802, or to another part of the
wagering system 102, to attempt to resolve the outcome of the video
game match.
[0065] With respect to challenges sent through member profiles to
challenge mailboxes and challenges sent in challenge rooms, after a
challenge has been accepted, the wagering system 102 may deal with
it in substantially the same functional manner as if it were an
accepted stored wager. For example, the confirmation system 102E
and the dispute settlement system 102H may be applied to ascertain
challenge wager outcomes. One difference between the exchange-based
(e.g., storing/accepting wagers) and challenged-based (e.g.,
sending/accepting challenges) wagering processes with respect to
the confirmation/dispute settlement process is that players 112,
114, 116 in the challenge room page 3802 have the opportunity to
confirm wager outcomes in a more immediate, direct manner within
the room 3802, in addition to other means of confirmation described
above. Moreover, the ratings system 102F and the competency
structure 102G may be updated in certain embodiments subsequent to
competition and/or confirmation (e.g., ratings and skill levels may
be altered), in substantially the same manner as if an accepted
challenge were an accepted stored wager.
[0066] In various embodiments, with reference to FIG. 2D, the
wagering system 102 may be utilized in conjunction with the
operation of a directly operatively associated multiplayer gaming
network 104, or directly operatively associated game server 126, in
order to enable wagered competition, through the application of the
networked video game wagering system 102L. For example, to access
wagered competition on a directly operatively associated gaming
network 104, players 112, 114, 116 may click on a video game title
link in the "Wager Center" section 810 of the member home page 802.
Having done so, the players 112, 114, 116 may access or enter a
networked game wagering room page 4802 for the video game at step
302. An example of a networked game wagering room page 4802 is
shown in the screen display of FIG. 48. The wagering system 102 may
be configured such that only members may be able to access a
networked game wagering page 4802.
[0067] The networked game wagering room page 4802 may be
functionally similar to the aforementioned challenge room page 3802
in many respects. For example, when the players 112, 114, 116 enter
the networked game wagering room page 4802, their usemames, user
ratings, and skill levels competing in the game can be depicted in
a section 4804 devoted to information regarding players 112, 114,
116 available for wagered competition. If a player 112, 114, 116
leaves the room 4802 by accessing another web page, then that
player's 112, 114, 116 information may be removed from the
networked game wagering room page 4802. Te networked game wagering
room page 4802 may allow both exchange-based and challenge-based
wagering, instead of just challenge-based wagering, and all wagered
competition may occur on a network 104 or game server 126 that is
directly operatively associated with the wagering system 102
through application of the video game wagering system 102L, as
opposed to a third-party gaming network 104, for example.
[0068] For example, after clicking on a video game title link in
the "Wager Center" section 810, an entrance notification 4904 may
be displayed prompting the users to store a wager at step 304A for
which they wish to compete and/or indicate whether or not they want
to compete for free. An example of an entrance notification 4904 is
shown in the screen display 4902 of FIG. 49. If a user stores a
wager through the entrance notification 4904, then they may be
presented with a confirmation page 5002 that displays terms and
conditions to which they must agree in order to enter the networked
game wagering room page 4802 and store the wager. An example of a
confirmation page 5002 is shown in FIG. 50. If users indicate
agreement on the confirmation page 5002, then the stored wagers may
be listed with other personal or profile information of the users.
If a player 112, 114, 116 exits the room 4802, such as by accessing
another web page, the stored wager or wagers may be canceled and
removed from the page 4802. The players 112, 114, 116 may need to
have sufficient available credit in their wager accounts 102D in
order to store a wager on the page 4802.
[0069] An "accept" button or function 4806 and/or a "challenge"
button or function 4808 may be included within the room 4802 for
each player 112, 114, 116. If a user clicks on an "accept" button
or function 4806 at step 304B and agrees to the terms and
conditions on a confirmation page 5102 (an example which can be
seen in FIG. 51), then the wagering system 102 may process the
accepted wager, so long as certain conditions are met. As in the
aforementioned case of accepting a stored wager, users may only be
able to accept those wagers of users who have the same and/or a
better skill level competing in the game, while the converse may
not be permissible (e.g., users accepting wagers stored by users
who have lower skill levels). A user may also not be able to accept
a particular wager, if the rating is below a specified threshold
level, and/or if the user does not have sufficient available credit
in the wager account 102D.
[0070] If a user clicks on the "challenge" button or function 4808
at step 304C, then a similar process may occur, as if the user had
challenged a player 112, 114, 116 in the challenge room page 3802.
In this case, a "networked game challenge form" 5204 may be
displayed that allows the user to input a wager 5206 for which they
would like to compete for against the challenged player 112, 114,
116, as well as a message 5208 for their intended opponent. An
example of a "networked game challenge form" 5204 can be seen in
the screen display 5202 of FIG. 52. In order to send a challenge,
the user may click on a "send" button or function 5210, for
example, and then indicate their agreement to the terms and
conditions on a confirmation page 5302, an example of which is
shown in FIG. 53. As in the case of other challenge-based wagering
features of the wagering system 102 described herein, users may be
able to challenge any other player 112, 114, 116 without
consideration of the challenged player's 112, 114, 116 skill level
in the particular game. In certain embodiments, a user may only be
able to send a challenge, if there is sufficient available credit
in the wager account 102D of the user. Moreover, in various
embodiments, a challenger may be able to challenge an opponent to
compete for a wager with associated odds, so as to make a challenge
more appealing to the prospective opponent.
[0071] After a challenge has been sent, the opponent player or
players 112, 114, 116 may see a "challenge notification" 5404
appear automatically on their screens, an example of which is shown
in the screen display 5402 of FIG. 54. At step 304D, the opponent
may then utilize an "accept" button or function 5406, a "decline"
button or function 5408, or a "counter" button or function 5410 on
the "challenge notification" 5404 to accept, decline, or counter,
respectively, the received challenge. If the opponent clicks on the
"accept" button or function 5406, for example, then a confirmation
page 5502 may be presented that displays terms and conditions of
accepting the challenge. An example of the confirmation page 5502
is shown in FIG. 55. If the opponent indicates acceptance on the
confirmation page 5502, then the wagering system 102 may process
the accepted challenge and enable the challenger and opponent to
engage in video game competition at step 306. If the opponent
clicks on the "decline" button or function 5408, for example, then
the prospective wager may be canceled and the challenger may be
notified that the challenge was declined. At step 304E, if an
opponent clicks on the "counter" button or function 5410, for
example, then the opponent may be presented with a form similar to
the "networked game challenge form" 5204, except that the challenge
may be automatically directed back to the original challenger. In
certain embodiments, a challenge may expire, so that the opponent
can no longer accept the challenge if the opponent does not respond
in a designated time period, and/or if the challenger enters into
wagered competition with another opponent.
[0072] After accepting a stored wager or challenge, competitors may
be directly linked on a directly operatively associated multiplayer
gaming network 104, or directly operatively associated game server
126, so that they can engage in wagered competition through the
wagering system 102. Following networked competition, the wager
outcome can be confirmed at step 308, using a similar process or
processes similar to what has been described previously
hereinabove, such as through voluntary confirmation of the players
112, 114, 116, and/or through automatic verification by an outcome
confirmation system, for example. For example, the competitors may
see an "instant confirmation notification" 6004 on their screen,
through which they can confirm the outcome, in addition to through
the other aforementioned manners to confirm. An example of an
"instant confirmation notification" 6004 is shown in the screen
display 6002 of FIG. 60. The dispute settlement system 102H may
then be utilized in conjunction with the ratings system 102F. In
certain embodiments, prior to or in association with awarding a
prize at step 312, the competency structure 102G may be altered at
step 310 as described above to promote fairness in networked game
wagering room pages 4802.
[0073] In certain embodiments, wager outcomes may be verified
automatically through the application of an outcome monitoring
system operatively associated with the confirmation system 102E,
for example. The outcome monitoring system may be provided as an
alternative to competitors verifying their own wager outcomes and
may be configured such that wagers can be immediately transferred
to the winning competitor or competitors. The outcome monitoring
system may be configured to function in a variety of ways. For
example, certain networked video game software may be coded in a
manner that allows network operators to collect and analyze data
regarding competitions (e.g., which competitor won a match). For
such video games, the outcome monitoring system can interact
directly with the game software, so as to automatically verify
wager outcomes.
[0074] Even if the game software is not coded to facilitate the
collection and analysis of data regarding game play, however, wager
outcomes still may be determined automatically by the outcome
monitoring system. For instance, the wagering system 102 may be
configured with a conventional screen capture software, such as the
software employed by "Poker Tracker" (PJI, Inc.), or a functionally
equivalent software, which can ascertain elements of ongoing game
play by analyzing screenshots of the video output of video games.
The screen capture software can recognize designated alphanumeric
characters, if the software knows what data to look for and where
to look on the screen to obtain the data. The screen capture
software allows for the verification of winners or losers by
screening the video output generated by video game play for a set
of alphanumeric patterns or other information that denotes which
player won a video game match. The screen capture software can be
configured to recognize a set of alphanumeric characters, for
example, or other data that appear in a designated screen location
within the video game in each match. The screen capture software
may also be configured to associate a player's 112, 114, 116
network identification, for example, with the particular individual
or team which played in the video game match.
[0075] Examples of screen displays that permit the wagering system
102 to associate a network username with a competitive identity in
a game are depicted in FIGS. 56 and 57. After associating a player
112, 114, 116 with a competing identity in the video game, the
screen capture software may verify the winner by analyzing standard
screens that show final outcomes. For example, as shown in FIG. 58,
after a "Fight Night: Round 2" match concludes, a screen can be
presented that states which character in the game won the
competition. In another example, as shown in FIG. 59, in "NCAA
Football 2005", a screen depicting a final score board demonstrates
who won the match.
[0076] In various embodiments, competitors may be able to engage in
simultaneous wagered competitions without having to re-enter the
networked game wagering room page 4802. For example, if competitors
confirm the same outcome in an "instant confirmation notification"
6004 (as shown in the sample screen display 6002 of FIG. 60), or if
an automated outcome verification system is employed, then a
"re-match notification" 6104 may be displayed that offers the
opportunity to engage in wagered and/or free competition again
prior to becoming available to other players 112, 114, 116 in the
room for competition. An example of a "re-match notification" 6104
is shown in screen display 6102 of FIG. 61. For instance, if one of
the users clicks on the "re-match" challenge button or function
6106, then that user may have the opportunity to challenge his or
her previous opponent to compete for another wager. If both
competitors click on the "exit match" button or function 6108, or a
competitor declines a re-match challenge, then both competitors may
receive another entrance notification 4904 that prompts them to
store another wager, so as to become available for wagering with
other users on the networked game wagering room page 4802.
[0077] In certain embodiments, a challenger player 112, 114, 116
may also challenge an opponent player 112, 114, 116 to a challenge
wager associated with a video game match to be played on a directly
operatively associated multiplayer gaming network 104 or a directly
operatively associated game server 126, through a "challenge form"
3004 accessed on the opponent player's profile page 2902 and sent
to the Inbox of the opponent player's challenge mailbox. In this
case, the challenger may select a video game on the "challenge
form" 3004 for which game play occurs on a directly operatively
associated multiplayer gaming network 104 and/or a directly
operatively associated game server 126, by using the game selection
function 3006. The challenger may also specify a competition time
at which the opponent player should be ready to compete, so that
play can automatically begin on a directly operatively associated
multiplayer gaming network 104 or a directly operatively associated
game server 126 at that time, if the challenge wager is accepted.
In various embodiments, the outcome of video game play may be
confirmed, the competency structure 102G may be altered, and/or the
ratings system 102F may be updated in various ways as described
herein.
[0078] In various embodiments of the invention, video game
tournament play may be conducted for prizes through use of the
wagering system 102. In operation, the wagering system 102 can
schedule a combination of daily, weekly, monthly, quarterly, and/or
annual tournaments, for example, each of which may have
successively larger prizes inversely related to the frequency with
which it is held. Each of these tournaments may be limited to a
fixed number of players. Prior to a tournament, the wagering system
102 may create separate contests for an established number of
players 112, 114, 116, according to the order of their
registration. For instance, in daily tournaments, the first
sixty-four players 112, 114, 116 to indicate their desire to
participate might be in the first group, the second sixty-four
players 112, 114, 116 in another group, and so forth, until an
entry cut off time before the tournament and when the final
tournament grouping was filled. The size of tournaments may be
crafted to strike the right balance between having enough
participants to generate a large tournament prize with a relatively
low buy-in, while not having so many rounds that players 112, 114,
116 would lose interest in continued game play as the tournament
progressed.
[0079] The weekly, monthly, quarterly, and annual tournaments may
be held with more rounds than the daily tournaments to allow for a
larger tournament prize without making the buy-in too excessively
high. For example, the wagering system 102 could allow 4,096
players to register for $250, in which an approximately $1 million
tournament prize could be awarded. To motivate players 112, 114,
116 to compete in multiple rounds without tiring or losing
interest, the wagering system 102 may establish set breaks, after a
fixed number of rounds during larger tournaments to give players a
chance to recuperate, as is done in poker tournaments, for
example.
[0080] For conducting tournament play, the wagering system 102 may
employ the same or similar processes and platforms as those that
have been previously described. Such tournaments may involve a
player 112, 114, 116 paying a fixed buy-in, however, as opposed to
selecting a wager and would have successive rounds in which players
112, 114, 116 are eliminated, as opposed to a single match. These
structural differences between match play and tournament play may
require certain modifications known to those skilled in the art to
the processes and systems described above. Prior to the designated
start time of a tournament, participants may be required to
register. To register, participants may, for example, click on a
"tournament" link on the pull down menu 1004 of sub-links related
to a game, which may direct them to a tournament-scheduling page
6202, an example of which is shown in the screen display of FIG.
62. On the tournament-scheduling page 6202, users can access
tournament registration pages 6302 for upcoming tournaments for the
game, an example of which is shown in the screen display of FIG.
63. On tournament registration pages 6302, users may indicate their
desire to participate in a tournament and confirm their agreement
to the associated terms and conditions. Participants may only be
able to register for a tournament, if they have sufficient
available credit in the wager account 102D to cover the tournament
buy-in and/or if their user ratings are above a certain threshold
level. In various embodiments, a player 112, 114, 116 and potential
tournament participant may only be allowed to register for
tournaments which are compatible with the game console 106, 108,
110 of the player 112, 114, 116, respectively.
[0081] In operation, prior to the beginning of a tournament,
participants may be required to enter a "tournament room" page
6402, an example of which is shown in the screen display of FIG.
64, or risk forfeiture of the buy-in. "Tournament room" pages 6402
may be accessed through a "Tournament Room" link on the pull-down
menu 1004 of sub-links related to the game. A designated
"tournament room" page 6402 may be created for each tournament, and
only the participants may be allowed to enter; otherwise, a single
"tournament room" page 6402 may be created for each game, so that
tournament groups may compete at different times. After all of the
participants have entered the room and/ or at the scheduled
starting time, tournament game play may either take place on a
third-party multiplayer gaming network 104 and/or at least one
directly operatively associated multiplayer gaming network 104, or
a directly operatively associated game server 126. Following game
play, participants may confirm match outcomes directly on their
screen through an "instant confirmation notification" 6504, an
example of which is seen in screen display 6502 of FIG. 65. If
competitors confirm the same outcome, then the winner may progress
in the tournament, while if both competitors do not confirm within
a certain time period, or if the competitors confirm different
outcomes, then neither participant may progress in the tournament,
and the competitors' user ratings may be negatively impacted as
previously above. If a single user confirms his or her victory in
the competitive round, but that player's 112, 114, 116 opponent
does not confirm, then solely that user may advance.
[0082] Based on the outcomes of wagered matches, the wagering
system 102 may then establish the next match between the winner and
another victorious player 112, 114, 116. Then the second round of
the tournament would progress, and so forth into the remaining
rounds until the final match of the tournament. In this manner,
players 112, 114, 116 would probably not have to wait long between
successive rounds, since those participants who finished earlier
than others could play each other. The tournament could be
configured such that no two players 112, 114, 116 would be allowed
to compete who had played different numbers of matches, in order to
assure that they were in the same round of the competition, unless
an uneven number of participants remained due to a disqualification
as a result of improper confirmation, in which case the last
participant to proceed to a round may be credited automatically
with a win in that round. This winnowing down of the playing field
would continue until one winner remained, at which point the
wagering system 102 may recognize that the tournament has concluded
and credit the pooled buy-ins to the credit balances of the wager
accounts 102D of the participants who had made it far enough into
the tournament to warrant part of the prize, according to the
payout structure of the tournament. As in the case of match play,
the wagering system 102 may subtract a transaction fee from the
tournament prize prior to updating user credit balances. This
transaction fee may be established prior to the tournament and may
be either a fixed amount or calculated as a percentage of the
tournament prize.
[0083] Furthermore, certain video games played on third-party
multiplayer gaming networks 104, due to certain aspects of game
play, may require that specialized wagering interfaces be built, in
order to facilitate exchange-based and/or challenge-based wagering
on associated competitions. For instance, when players 112, 114,
116 compete on a "World of WarCraft" multiplayer gaming network 104
(Blizzard Entertainment), in certain cases, players 112, 114, 116
who play with one competitive party may not be permitted to compete
with players 112, 114, 116 who play with the same competitive party
(e.g., players who compete with "the Horde" may not be able to
compete against other players who compete with "the Horde,"
depending upon the game server on which the network competition
takes place). For this reason, to match users who wish to wager on
game play on the multiplayer gaming network 104, for example, the
wagering system 102 may be configured to only allow users to accept
stored wagers or received challenges, if those users compete with a
different competitive party than their prospective competitor.
Similarly, players may have to specify the third-party game server
on which they are competing for certain games that can be played on
a large number of distinct game servers. In this case, different
wager pages or challenge rooms, for example, can be provided with
respect to distinct game servers.
[0084] Likewise, the wagering system 102 may facilitate wagering on
game play that does not involve head-to-head competition by
altering the terms of the wager with respect to how it will be
awarded. For instance, "Deathmatch" is a networked game-playing
mode that is commonly integrated into first-person shooter video
games. The goal of a "Deathmatch" game is to kill as many other
players as possible until a certain condition or limit is reached,
such as when the leading player has achieved a certain number of
kills or a time limit. Once one of these conditions is met, the
match is over, and the winner is whoever has accumulated the most
kills. In order to facilitate wagering on a "Deathmatch," the
wagering system 102 may confirm which of the competitors who placed
wagers has the most kills. In this manner, the wagering system 102
does not have to confirm which participant won the game played on
the network (e.g., involving some players who may have wagered and
some who did not), but confirms how those players who wagered on
the match performed relative to each other. In certain embodiments,
a similar process can facilitate wagering on network car races, for
example, involving large numbers of participants through the
determination of which of the competitors who had wagered had the
faster time, as well as on many on other types of networked
games.
[0085] In various embodiments, users of the wagering system 102 may
wager other items of value other than money. For instance, the
wagering system 102 could award each new member points and/or
tokens upon registering, which may then be wagered instead of
money. Such points and/or tokens can then be exchanged for prizes
and/or discounts at an online store, for example, operatively
associated with the wagering system 102, or an online store
operated by a third-party.
[0086] The examples presented herein are intended to illustrate
potential and specific implementations of the present invention. It
can be appreciated that the examples are intended primarily for
purposes of illustration of the invention for those skilled in the
art. No particular aspect or aspects of the examples are
necessarily intended to limit the scope of the present invention.
For instance, screen displays included herein are examples provided
merely for convenience of disclosure for those skilled in the
art.
[0087] It is to be understood that the figures and descriptions of
the present invention have been simplified to illustrate elements
that are relevant for a clear understanding of the present
invention, while eliminating, for purposes of clarity, other
elements. For example, certain operating system details and modules
of network platforms are not described herein. Those of ordinary
skill in the art will recognize, however, that these sorts of
focused discussions would not facilitate a better understanding of
the present invention, and therefore, a more detailed description
of such elements is not provided herein.
[0088] Any element expressed herein as a means for performing a
specified function is intended to encompass any way of performing
that function including, for example, a combination of elements
that performs that function. Furthermore the invention, as defined
by such means-plus-function claims, resides in the fact that the
functionalities provided by the various recited means are combined
and brought together in a manner as defined by the appended claims.
Therefore, any means that can provide such functionalities may be
considered equivalents to the means shown herein.
[0089] In general, it will be apparent to one of ordinary skill in
the art that some of the embodiments as described hereinabove may
be implemented in many different embodiments of software, firmware,
and/or hardware. The software code or specialized control hardware
used to implement some of the present embodiments is not limiting
of the present invention. For example, the embodiments described
hereinabove may be implemented in computer software using any
suitable computer software language type such as, for example, C or
C++ using, for example, conventional or object-oriented techniques.
Such software may be stored on any type of suitable
computer-readable medium or media such as, for example, a magnetic
or optical storage medium. Thus, the operation and behavior of the
embodiments are described without specific reference to the actual
software code or specialized hardware components. The absence of
such specific references is feasible because it is clearly
understood that artisans of ordinary skill would be able to design
software and control hardware to implement the embodiments of the
present invention based on the description herein with only a
reasonable effort and without undue experimentation.
[0090] Moreover, the processes associated with the present
embodiments may be executed by programmable equipment, such as
computers. Software that may cause programmable equipment to
execute the processes may be stored in any storage device, such as,
for example, a computer system (non-volatile) memory, an optical
disk, magnetic tape, or magnetic disk. Furthermore, some of the
processes may be programmed when the computer system is
manufactured or via a computer-readable medium. Such a medium may
include any of the forms listed above with respect to storage
devices and may further include, for example, a carrier wave
modulated, or otherwise manipulated, to convey instructions that
may be read, demodulated/decoded and executed by a computer.
[0091] It can also be appreciated that certain process aspects
described herein may be performed using instructions stored on a
computer-readable medium or media that direct a computer system to
perform process steps. A computer-readable medium may include, for
example, memory devices such as diskettes, compact discs of both
read-only and read/write varieties, optical disk drives, and hard
disk drives. A computer-readable medium may also include memory
storage that may be physical, virtual, permanent, temporary,
semi-permanent and/or semi-temporary. A computer-readable medium
may further involve one or more data signals transmitted on one or
more carrier waves.
[0092] A "computer" or "computer system" through which a user may
access the wagering system 102 may be, for example, a wireless or
wire line variety of a microcomputer, minicomputer, server,
mainframe, laptop, personal data assistant (PDA), wireless e-mail
device (e.g., "BlackBerry" trade-designated devices), cellular
phone, cable box, pager, processor, fax machine, scanner, or any
other programmable device configured to transmit and receive data
over a network. Moreover, it can be seen that the game consoles
106, 108, 110 themselves may take on the functionality of a
"computer" or "computer system" with respect to allowing users to
directly access and/ or manipulate online content. Specifically,
players 112, 114, 116 may be able to utilize the wagering system
102 through their consoles 106, 108, 110, respectively, using their
consoles' 106, 108, 110 input/ output controls, in a similar manner
as if they were accessing the wagering system 102 through a
personal computer. Likewise, it can also be seen that cable or
satellite boxes may take on the functionality of a "computer" or
"computer system" with respect to allowing users to access and/ or
manipulate online content. For example, players 112, 114, 116 may
be able to utilize the wagering system 102 through their cable or
satellite boxes, using buttons and/or other functions on a remote
control to manipulate wagering features, in a similar manner as if
they were accessing the wagering system 102 through a personal
computer. With respect to accessing the wagering system 102 through
game consoles 106, 108, 110 and cable or satellite boxes, it can be
seen that the wagering system 102 may be customized for
accessibility solely by one or both of these types of devices, so
that its features could be more easily manipulated by, for example,
a console controller and/ or a cable or satellite box remote
control.
[0093] It can also be seen that a third-party network operator may
utilize this wagering system 102 to offer wagering features built
into its multiplayer gaming network 104. The wagering system 102
may be adapted to permit players 112, 114, 116 to wager and confirm
outcomes directly though the game consoles 106, 108, 110,
respectively, by accessing wager features built into the
multiplayer gaming network 104 using the input/ output controls of
their game consoles 106, 108, 110. In this case, the process by
which wagering may take place may be substantively similar to the
aforementioned description of using the wagering system 102 with
respect to game play on a directly operatively associated
multiplayer gaming network 104.
[0094] Computer devices disclosed herein may include memory for
storing certain software applications used in obtaining, processing
and communicating data. It can be appreciated that such memory may
be internal or external to the disclosed embodiments. The memory
may also include any means for storing software, including a hard
disk, an optical disk, floppy disk, ROM (read only memory), RAM
(random access memory), PROM (programmable ROM), EEPROM
(electrically erasable PROM), and other computer-readable
media.
[0095] In various embodiments of the present invention disclosed
herein, a single component may be replaced by multiple components,
and multiple components may be replaced by a single component, to
perform a given function or functions. Except where such
substitution would not be operative to practice embodiments of the
present invention, such substitution is within the scope of the
present invention. Any of the servers described herein, for
example, may be replaced by a "server farm" or other grouping of
networked servers that are located and configured for cooperative
functions. It can be appreciated that a server farm may serve to
distribute workload between/among individual components of the farm
and may expedite computing processes by harnessing the collective
and cooperative power of multiple servers. Such server farms may
employ load-balancing software that accomplishes tasks such as, for
example, tracking demand for processing power from different
machines, prioritizing and scheduling tasks based on network
demand, and/or providing backup contingency in the event of
component failure or reduction in operability.
[0096] While various embodiments of the invention have been
described herein, it should be apparent, however, that various
modifications, alterations and adaptations to those embodiments may
occur to persons skilled in the art with the attainment of some or
all of the advantages of the present invention. The disclosed
embodiments are therefore intended to include all such
modifications, alterations and adaptations without departing from
the scope and spirit of the present invention as set forth in the
appended claims.
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