U.S. patent application number 12/099901 was filed with the patent office on 2009-10-15 for mobile gaming system.
Invention is credited to Dinesh Doshi, Deepak Gonsalves, Deepa Jagannatha.
Application Number | 20090258691 12/099901 |
Document ID | / |
Family ID | 41164449 |
Filed Date | 2009-10-15 |
United States Patent
Application |
20090258691 |
Kind Code |
A1 |
Jagannatha; Deepa ; et
al. |
October 15, 2009 |
Mobile gaming system
Abstract
A system and method for providing lottery like games over a
wireless network. The system and method permit a user of a mobile
wireless device to play a lottery game electronically with the feel
of a real game. Once a user is registered onto the system they can
utilize an identification code to authorize the downloading of
lottery games from a server to their mobile device. A financial
account enables the user to electronically pay for the lottery
games. Notification of the results of the lottery games can be made
by e-mail, SMS or an IVR call.
Inventors: |
Jagannatha; Deepa;
(Springfield, NJ) ; Gonsalves; Deepak; (Avenel,
NJ) ; Doshi; Dinesh; (South Plainfield, NJ) |
Correspondence
Address: |
MCHALE & SLAVIN, P.A.
2855 PGA BLVD
PALM BEACH GARDENS
FL
33410
US
|
Family ID: |
41164449 |
Appl. No.: |
12/099901 |
Filed: |
April 9, 2008 |
Current U.S.
Class: |
463/17 ;
463/42 |
Current CPC
Class: |
G06Q 20/322 20130101;
G06Q 20/123 20130101; H04L 67/34 20130101; G07F 17/32 20130101;
G07F 17/329 20130101; G07F 17/3218 20130101; H04L 63/0428 20130101;
H04L 67/04 20130101; H04L 67/38 20130101; H04L 63/10 20130101 |
Class at
Publication: |
463/17 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for distributing a game comprising: a mobile device
including means for communicating with a game server; said game
server including a memory for storing information to identify said
mobile terminal; an encrypted file stored on said mobile device,
said encrypted file containing information which identifies said
mobile device to said game server; an application layer containing
a number of games applications to be played; a security layer
consisting of an application router, a cryptographic service and a
message encoding service; a transport layer permitting
communication between a client application and said game server;
and a network layer permitting communication between said mobile
device and said game server.
2. The system of claim 1 wherein said application layer utilizes a
model-view-controller to communicate data between an event and a
display on said mobile device.
3. The system of claim 1 wherein said transport layer utilizes a
transport engine for communication between said security layer and
a network on said network layer.
4. The system of claim 1 wherein said transport layer utilizes
TCP/IP protocols for communication between an application of said
mobile device and said game server.
5. The system of claim 1 wherein a business layer communicates
between a backend gaming system and said game applications, said
business layer further contains authentication services to provide
date to said game applications.
6. A method of providing electronic lottery games comprising:
transmitting user identification information over a wireless
network from a mobile device to a server to establish an account;
transmitting information over a wireless network from a mobile
device to said server to access said account; transmitting a choice
of lottery games from said server to said mobile device wherein
said user can choose at least one of said games; selecting one of
said games; transmitting payment for said at least one game from
said mobile device to said server; transmitting data from said
mobile device to said server, said data including arguments for
said selected game; and notifying said user of the results of said
at least one game.
7. The method of providing electronic lottery games of claim 6
wherein said server provides a plurality of games from which said
user can choose to play.
8. The method of claim 6 wherein a business layer communicates
between a backend gaming system and game applications.
9. The method of claims 6 wherein an interactive voice response
system is utilized to communicate between said mobile device and
said server to transmit information and play said games.
10. The method of claim 6 wherein a WAP is utilized to communicate
between said mobile device and said server to transmit information
and to play said games.
11. The method of claim 6 wherein a short message service is
utilized to communicate between said mobile device and said server
to play said games.
Description
FIELD OF THE INVENTION
[0001] The current invention relates to a mobile gaming system on
wireless networks and a method associated therewith. More
particularly the present invention relates to lottery gaming on
wireless communication devices and methods of implementing these
games.
BACKGROUND OF THE INVENTION
[0002] There are many ways of playing lottery games. The most
popular is purchasing a lottery ticket from a vendor at a local
store or other establishment. The results of the lottery can be
tracked by the purchaser, after the actual lottery, by watch in TV,
listing to the radio or seeing the results posted at the
establishments which sell the lottery tickets.
[0003] This conventional method of playing lottery games is
burdensome to today's highly mobile individual. This method
requires the individual to go out of their way to find a vendor or
establishment that sells lottery tickets. The purchaser must
normally wait in line to make his or her purchase of one or more
tickets. In addition, if an individual is resting at home or is at
work and decides to play the lottery he or she must complete the
task at hand and travel to a location which sells lottery tickets,
stand in line and purchase the lottery tickets.
[0004] The reduction in size of the personal computer has resulted
in handheld Personal Digital Assistants (PDA) and cellular
telephone with the capability to download games and other types of
software. These devices have enabled a user to download many
popular games such as solitaire, poker, video slots and other
lottery games. At first these games were embedded in the devices by
the Original Equipment Manufacturer (OEM). Later the games could be
purchased as software and loaded into personal computers. From
these PCs they could be downloaded through a cable connection to
the PDAs. Eventually wireless communications replaced hard wire
connections and the games could be wirelessly downloaded into the
handheld devices and cell phones.
[0005] There are currently many different handheld devices and
cellular phones which employ many different platforms on which
these devices operate. At this time there are no standards between
the platforms and therefore the games must be specifically designed
for the individual platforms. This is very costly. The different
platforms may not allow a game designed for a certain platform to
operate correctly on another platform. In addition, if an
individual decides to utilize a different PDA or cellular phone
then they must repurchase all the games they had is their previous
PDA or cell phone. This becomes prohibitively expensive and may
sway the individual's decision to purchase the game in the first
place.
[0006] There are also differences between some devices and the
resources available for the devices such as Windows.RTM. for PCs
and OSX.RTM. for Apple computers. The games must include software
which is compatible with these different operating systems. These
differences further add to the incompatibility between different
handheld devices and games which can be downloaded onto these
devices.
[0007] When cellular phones are employed as a platform there are a
further set of game distribution challenges. The cellular phone
companies normally employ different transmission standards for
their wireless networks which are only compatible with phones
specifically designed to operate with these standards. Therefore,
to be compatible with the different cell phones the games must be
designed to operate with each of these different standards.
SUMMARY OF THE INVENTION
[0008] The disclosed embodiments provide a system and method for
providing lottery like games over a wireless network. The system
and method permit a user of a mobile wireless device to play a
lottery game electronically with the feel of a real game. Once a
user is registered onto the system they can utilize an
identification code to authorize the downloading of lottery games
from a server to their mobile device. A financial account enables
the user to electronically pay for the lottery games. Notification
of the results of the lottery games can be made by e-mail, SMS or
an IVR call.
[0009] Accordingly, it is an objective of the instant invention to
provide a system for playing lottery like games over a wireless
network utilizing a mobile wireless device which the user currently
owns.
[0010] It is a further objective of the instant invention to
provide a system for playing lottery like games over a wireless
network wherein a proprietary mobile device is not required for
playing mobile lottery games or different games that are available
over the wireless network.
[0011] It is another objective of the instant invention to allow
the user the easiest mode of playing the lottery game that the user
is familiar with.
[0012] It is yet another objective of the instant invention to
provide a system for playing lottery like games over a wireless
network utilizing an application based system.
[0013] It is a still further objective of the invention to provide
a system for playing lottery games over a wireless network
utilizing an interactive voice response system.
[0014] It is still yet another objective of the instant invention
to provide a system for playing lottery like games over a wireless
network utilizing a WAP (Wireless Application Protocols) browser to
allow a mobile phone to access the Internet.
[0015] Other objects and advantages of this invention will become
apparent from the following description taken in conjunction with
any accompanying drawings wherein are set forth, by way of
illustration and example, certain embodiments of this invention.
Any drawings contained herein constitute a part of this
specification and include exemplary embodiments of the present
invention and illustrate various objects and features thereof.
BRIEF DESCRIPTION OF THE FIGURES
[0016] FIG. 1 is an overall view of the architecture for a mobile
gaming system;
[0017] FIG. 2 is a diagram of a the architecture for a client
application gaming system;
[0018] FIG. 3 is a diagram of the architecture for a gaming server
application gaming system;
[0019] FIG. 4 is a diagram of a model view controller;
[0020] FIG. 5 is a registration form on a website;
[0021] FIG. 6 is a flowchart for a application based gaming
system;
[0022] FIG. 7 is a flowchart for an IVR based gaming system;
[0023] FIG. 8 is a flowchart for a WAP based gaming system; and
[0024] FIG. 9 is a flowchart for a SMS based gaming system.
DETAILED DESCRIPTION OF THE INVENTION
[0025] A presently preferred embodiment of the instant invention is
an application based mobile lottery gaming system. This system
permits the player or user to have a GUI (graphic user interface)
based interface with a mobile device to play games and contact a
server. The mobile device can be, but are not limited to, a PDA
(personal digital assistant) with a wireless connection, a laptop
computer with a wireless connection or a cell (mobile) phone. The
GUI interface permits the user/player to establish a more secured,
easy to learn and interruptible connection with a server. An
example of a mobile lottery gaming system is illustrated in FIG. 1.
A mobile device 11 communicates with an access network 13. The
access network communicates over the Internet 15 to an application
server 17. A middle tier 19 communicates with the Internet 15 and a
gaming server 21. The gaming server communicates with a database
23.
[0026] The following process is a detailed description of how
Application based mobile gaming operates, note FIG. 6. The gaming
application is launched 10 on a mobile device which allows the user
to register. The registration process 12 allows the user establish
an account with a server. The user can them login using their
passcode and/or selected image 14. If the incorrect passcode and/or
image is entered 16 the user is instructed to enter this
information again. After a number of unsuccessful login attempts,
for example 5, the user is sent to the end of the program and not
permitted to play the game 18. If the user wants to continue they
must repeat the registration process 12 again. Once the user has
logged in they can choose the game they wish to play for the gaming
application menu 20. For example the user may wish to play a PICK 3
Lottery game. Next at 22 the user will provide the arguments or
select the number they wish to play on the keypad of the mobile
device or other data entering device. For example the user may
enter "02", "34" and "45" on the keypad. The transaction is
confirmed at step 24. Depending on the game which is selected there
will either be an immediate draw of the winning numbers 26 or a
date will be given on which the winning numbers are to be drawn 28.
If the drawing is at a later date the user can check back on their
mobile device for the winning number or can check other sources
such as the television, a lottery terminal, the newspaper, etc. The
gaming application is then ended at 30.
[0027] The architecture for application based lottery gaming is
designed to accommodate various application modules. The preferred
embodiment is divided into two models. A Client Application model
and a Gaming Server model.
[0028] The Application model architecture is designed as a stack of
protocols. FIG. 2 is an example of the Client Application model
architecture. There are four layers in this model. Each layer has a
set of functions to perform.
[0029] The application layer 32 consists of multiple game
applications 34, 36, 38, etc. The applications are connected to the
lower layers via two way communication for their function. Each of
these game applications will be implemented based on a
Model-View-Controller (MVC) paradigm. The MVC diagram is
illustrated in FIG. 4.
[0030] The MVC performs the following tasks. The model 40 holds the
data for the application. The view 42 is responsible to display the
data to the user. The controller 44 registers and receives events
48 from the application router. The events are the information
which is displayed on the user's mobile device. The view updates
its display of data to the user. As indicated by the solid or
broken arrows, there is either a direct or indirect association
between the elements of the MVC. The applications in the
application layer define the type of lower layer services that the
application wishes to employ, such as security services (NULL
encryption or Default Encryption), Message Encoding (ComML or comma
delimited) and transport mechanism (TCP/IP or SMS). An instance of
each of these services will be created upon request.
[0031] The security layer 50 consists of essentially 3 components;
Cryptographic Services 52, an Application Router 54 and Message
Encoding Services 56.
[0032] Cryptographic services 52. The Security Services comprise a
group of security modules which provide the required security
during a data communication. It includes the most commonly used
cryptographic services.
[0033] Application router 54. The application router receives data
from both the application layer 32 and the transport layer 58. An
application registers for events from the application router 54. An
application will send a message via the application router. The
application router will then invoke the Message Encoder module for
appropriate encoding, such as ComML. It then invokes the
appropriate security module for encrypting the ComML message. The
encrypted payload is then passed on to the transport layer 58.
[0034] Message encoding services 56. The application encoder
facilitates encoding and decoding of messages which are invoked by
the application router. In a preferred embodiment the encoder
supports ComML encoding. Alternative encoding schemes can also be
supported in this framework.
[0035] The Transport layer 58 utilizes a transport engine 60 for
communication between the client application and the gaming server
using TCP/IP or SMS protocols.
[0036] The Network interface layer 62 uses the underlying Air
Interface technology for the mobile device to communicate with the
gaming server. It can be either a GPRS network or a 1xEV-DO
network.
[0037] A Game Server Model will now be described, FIG. 3. The game
server architecture is designed as a stack of protocols. There are
four layers in the game server model. Each layer has a set of
functions to perform.
[0038] The application layer 64 consists of multiple application
services, each serving a specific application or game 66, 68, 70,
etc. Each application service communicates with a backend gaming
system 72 designed for a specific game, which is part of the
business layer. Below is an example of the communication markup
language used between the client and the gaming server.
TABLE-US-00001 <!- -Root or Element- -> <!ELEMENT ComML
(ComHdr, ComBody)> <!ELEMENT ComHdr (ProtoVersion, SessionID,
Source, Destination, MsgSeq, Auth)> <!ELEMENT ComBody ((Alert
| Get | Put | Results)+, Final?)> <- - Header Definitions -
-> <!- - Protocol Version. The protocol version supported by
the communication parties- - > <!ELEMENT ProtoVersion
(#PCDATA)> <!Session ID. Each session can comprise multiple
client/server interactions. They will be represented by this unique
Session ID- -> <!ELEMENT SessionID (#PCDATA)> <!- -
Message Sequence Number- -> <!ELEMENT MsgSeq (#PCDATA)>
<!- - The Source of the Message Originator. In case of the
Client, it will contain the MEID or ESN. In case of the Server, it
will contain the AppServer ID. Each Application Server instance
will contain a unique ID.- -> <!ELEMENT Source (#PCDATA)>
<!- - The Destination of the Message- -> <!ELEMENT
Destination (#PCDATA)> <!- - Authentication Credentials used-
-> <!ELEMENT Auth (Data)> <!- - End of Header
Definitions- -> <!- - Body Definitions- -> <!- - Alerts
are sent by the Server to the client upon registration by the
Client. Alerts will contain a CommandID, Application Target,
Application Source, Optional Credentials and ItemList- ->
<!ELEMENT Alert ((CmdID, AppTarget, AppSource, Cred?,
Item+))> <!- - Get Command can be used either by the Client
or the Server. Get will contain a CommandID, Optional Credentials
and ItemList- -> <!ELEMENT Get ((CmdID, AppTarget, AppSource,
Cred?, Item+))> <! - - Put Command can be used either by the
Client of the Server. Put will contain a CommandID, Optional
Credentials and ItemList - -> <!ELEMENT Put ((CmdID,
AppTarget, AppSource, Cred?, Item+))> <! - - Results will
contain the execution result of Get and Put Command. The CmdID MUST
match that of the command it relates to. Results will contain a
CommandID, optional Credentials and ItemList- -> <!ELEMENT
Results ((CmdID, AppTarget, AppSource, Status, Cred?, Item+))>
<! - - The Final Node denotes the Final Transaction for this
session. Any new communication MUST begin as a new session- ->
<!ELEMENT Final (EMPTY)> <! - - End of Body Definitions-
-> <! - - 2nd Level Definitions for Hdr - -> <! - -
Application Target. Used by the Application Router - ->
<!ELEMENT AppTarget (AppID, AppName?)> <!- - Application
Source. Used by the Application Router - -> <!ELEMENT App
Source (AppID, AppName?)> <! - - A Unique Application ID is
used to distinguish each Application - -> <!ELEMENT AppID
(#PCDATA)> <! - -Optional Application Name - ->
<!ELEMENT AppName (#PCDATA)> <! - - Data represents the
actual Data for an element - -> <!ELEMENT Data (#PCDATA)>
<! - - Item element type - -> <!ELEMENT Item (Meta?,
Data)> <!- - Contains the Status Code - -> <!ELEMENT
Status (#PCDATA)> <! - - End of 2nd Level Definitions -
->
[0039] The business layer 74 consists of entities which contain the
business logic of various games and applications. The application
layer will interact with the business layer modules to provide a
comprehensive service to the clients.
[0040] The security layer 76 contains the same components as the
security layer 50 of the client application model, see paragraph
[0031] for a detailed description of these components.
[0041] The transport layer 78 contains the same components as the
transport layer 58 of the client application model, see paragraph
[0035] for a detailed description of these components.
[0042] The network layer 80 contains the same components as the
network layer 62 of the client application model, see paragraph
[0036] for a detailed description of these components.
[0043] A detailed description of the above applications will now be
described. The user registers on the gaming server registration
website for the first time. During registration the user will be
asked to select a Passcode or Password that will be used for all
future transactions. FIG. 5 is an example of a registration form
template. The user will enter their name at 82. The user will then
enter their mobile device identification number, for example their
cell phone number, at 84. They can enter any other mobile
identification number which the system can recognize. Next the user
will enter their credit card number at 86. Next the expiration date
of the credit card will be entered at 88. The user will next enter
his/her date of birth at 90. The user will then select a passcode
or password at 92. An image to be associated with their
passcode/password can then be selected at 94. An agreement stating
the rules and conditions of the game can then be presented to the
user. If the user agrees to these conditions they will check the
"Verify Agreement" box 96. The agreement is optional and may not be
employed. If the user is satisfied with all the information they
entered, they will then click on the "Accept" button 98. If they
need to change some of the information they will click the "Reject"
button 100 and enter new information. As part of the registration
process the client and the server will follow the Asymmetric key
encryption procedure of Passcode/Password verification. The server
will send the encrypted XML configuration file to the client
immediately after successful registration. This method will remove
the need for the client application to communicate with the server
each time the user logs in. The user will enter the
Passcode/Password. The server will receive the Passcode/Password
and encrypt it using the Asymmetric encryption algorithm. The
server will then send the digitally signed XML configuration file
with all the information including its Public Key, Digital
signature and he encrypted Passcode/Password to the client. The
client will store this information in their mobile device. Every
time the user logs in, the client application prompts for a
Passcode/Password. The Passcode/Password verification will happen
at the client side since the XML configuration (encryption details)
file is already present in the client's device.
[0044] The client application can be deployed in the following
ways. The user can receive a SMS with a HTTP/WAP link. With a HTTP
link the user can directly click on the link and download the
application to the mobile device and install the application. With
a WAP link the user can open a WAP browser and download the
application and install it. The user can also insert a smart card
into the mobile device with the client application loaded into
it.
[0045] After the client application has been installed the user can
launch the application to start playing the games. In the
application menu on the client device the user can choose from the
different games which are available. Once the user chooses the game
from the menu the user then logs in by using his/her
Passcode/Password each time before playing. Once the user starts
playing the lottery game every state of the game will be stored in
the client application and them communicated to the server. The
communication language used for this communication was described in
the application layer description above.
[0046] During the registration process the mode of payment which
the user wishes to employ will be stored along with all relevant
details into the database. The user's credit card will be charged
based on the number of lottery games that are played. If the user
does not provide the correct details for payment the application
will nor allow the user to launch the game. The criteria for
validation will be done by a 3rd party system verifying the
authenticity of the credit card payment mode.
[0047] Confirmation of transactions. For every transaction made the
user will be notified with following details. Transaction ID, date
of transaction, transaction amount and date of lottery draw for
games where the winner is not announced immediately.
[0048] All the winners will be notified utilizing the following
modes of communication. E-mail, SMS, an IVR (interactive voice
response).
[0049] The following steps illustrate the process for application
based gaming.
[0050] Step 1. The user will register on the gaming server website
for the first time, see FIG. 5.
[0051] Step 2. The user will provide all the required information.
USER NAME, MOBILE NUMBER, CREDIT CARD NUMBER, EXPIRY DATE, DATE OF
BIRTH, IMAGE and PASSCODE/PASSWORD.
[0052] Step 3. After successful registration the user will login
using the registered Passcode/Password.
[0053] Step 4. After successful login the application will provide
a list of games supported from which the user can select one form
the menu.
[0054] Step 5. The user can start playing the game using the mobile
device keypad or stylus.
[0055] Step 6. Once the game is complete the user will receive a
notification of the transaction.
[0056] Step 7. The user will receive a confirmation of the results
via e-mail, SMS or an IVR call.
[0057] Another embodiment of the present invention is IVR based
mobile lottery gaming. IVR (interactive voice response) is a
general term for mobile phone-based voice value-added services. By
dialing a designated number, mobile phone users are able to listen
to or send information or even participate in interactive
activities like lottery games. The following process explains the
details of how IVR can be used to play mobile lottery games. FIG. 7
is a flowchart illustrating this process.
[0058] An IVR number is called from a mobile device which allows
the user to register 102. The registration process 104 allows the
user establish an account with a server. The user can them login
using their passcode and/or selected image 106. If the incorrect
passcode and/or image is entered 108 the user is instructed to
enter this information again. After a number of unsuccessful login
attempts, for example 5, the user is sent to the end of the program
and not permitted to play the game 110. If the user wants to
continue they must repeat the registration process 104 again. Once
the user has logged in they can choose the game they wish to play
from the IVR menu 112. For example the user may wish to play a PICK
3 Lottery game. Next at 114 the user will provide the arguments or
select the numbers they wish to play on the keypad of the mobile
device or other data entering device. For example the user may
enter "02", "34" and "45" on the keypad. The transaction is
confirmed at step 116. Depending on the game which is selected
there will either be an immediate draw of the winning numbers 118
or a date will be given on which the winning numbers are to be
drawn 120. If the drawing is at a later date the user can check
back on their mobile device for the winning number or can check
other sources such as the television, a lottery terminal, the
newspaper, etc. The gaming application is then ended at 122.
[0059] A detailed description of the IVR based gaming process is as
follows. The user registers of the gaming server registration
website for the first time. During registration the user will be
asked to select a Passcode/Password that will be used for all
future transactions. FIG. 5 illustrates the registration website.
The following details are required to be provided by the user for
registration. User name, mobile device number, credit card number,
expiry date, date of birth and passcode/password.
[0060] After successful registration the user can start playing the
lottery game. The user will call the toll free IVR number for
playing the lottery games. For example, when the user calls the
toll free number (1-800-555-5555) the user will be connected to the
IVR server. The user will be greeted by voice prompts. The user
will follow the voice prompts and enter the required details
accordingly. The IVR will prompt the user to choose the game from
the available menu. The prompts can be as follows: 1--PICK 3;
2--PICK 6; 3--LOTTOPLUS; 4--KENOPLUS; 5--SCRATCH & WIN; etc. If
the user selects 1 the game will be PICK 3. Every time the user
wants to play the Passcode/Password must be entered. The
Passcode/Password will be received by the IVR in the form of DTMF
signals or Voice recognition.
[0061] To start the game the user provides the relevant inputs for
the game selected and completes the game. For example, if the user
wants to play PICK 3, the user will pick three numbers as inputs to
the game. The user then enters the three numbers or says the three
numbers (IVR with voice recognition) after the prompts. During the
registration process the mode of payment that the user wishes to
use will be stored along with all relevant details into the
database. The user's credit card will be charged based on the
number of lottery games that are played. If the user does not
provide the correct details for payment the application will not
permit the user to play the game. The criteria for validation will
be done by a 3rd party system verifying the authenticity of the
credit card payment mode. For every transaction made the user will
be notified with the following details: Transaction ID, date of
transaction, transaction amount and date of lottery draw (for games
where the winner is not announced immediately). All of the winners
will be notified in the following modes of communication: e-mail,
SMS, an IVR call, etc.
[0062] The following steps illustrate IVR based gaming.
[0063] Step 1. The user calls the IVR to register for mobile
lottery gaming.
[0064] Step 2. IVR provides all the details about the mobile
lottery gaming and information required from the user to register
like name, mobile number, credit card number, expiry date, age and
passcode/password.
[0065] Step 3. After successful registration the user logs in using
the registered Passcode/Password.
[0066] Step 4. After successful login the IVR system will provide
the list of games supported from which the user can select on to
play.
[0067] Step 5. Based on the lottery game selected, the user can
provide the arguments of numbers as described in FIG. 7. The user
should enter the arguments or numbers from the mobile device keypad
and the IVR receives the arguments through DTMF signals. The user
and the IVR can also exchange information by interactive voice
recognition and response.
[0068] Step 6. Once the entry is recorded in the server the user
will receive a notification of the transaction.
[0069] Another embodiment of the present invention is WAP based
lottery gaming. WAP is more than just browser software for a phone.
It is a complete suite of protocols that tries to provide its
capabilities on a multitude of data-based wireless protocols. The
WAP browser provides media to access the Internet on the mobile
device by taking into account the limited resources available in
the mobile device. The following process explains the details of
how WAP based lottery gaming can be used to play mobile lottery
games. FIG. 8 is a flowchart illustrating this process.
[0070] A WAP browser is launched from the mobile device 124. The
registration process 126 allows the user establish an account with
a server. The user can them login using their passcode and/or
selected image 128. If the incorrect passcode and/or image is
entered 130 the user is instructed to enter this information again.
After a number of unsuccessful login attempts, for example 5, the
user is sent to the end of the program and not permitted to play
the game 132. If the user wants to continue they must repeat the
registration process 126 again. Once the user has logged in they
can choose the game they wish to play from the WAP menu 134. For
example the user may wish to play a PICK 3 Lottery game. Next at
136 the user will provide the arguments or select the numbers they
wish to play on the keypad of the mobile device or other data
entering device. For example the user may enter "02", "34" and "45"
on the keypad. The transaction is confirmed at step 138. Depending
on the game which is selected there will either be an immediate
draw of the winning numbers 140 or a date will be given on which
the winning numbers are to be drawn 142. If the drawing is at a
later date the user can check back on their mobile device for the
winning number or can check other sources such as the television, a
lottery terminal, the newspaper, etc. The gaming application is
then ended at 144.
[0071] A detailed description of WAP based lottery gaming is as
follows. The user registers of the gaming server registration
website for the first time. During registration the user will be
asked to select a Passcode/Password that will be used for all
future transactions. FIG. 5 is an example of the registration
website. The user will be required to provide the following
details. The user's name, the mobile device number, a credit card
number, the expiry date of the credit card, the user's date of
birth and a passcode/password. After successful registration the
user will login to the gaming server with the unique
Passcode/Password before playing the game. The user will start
playing the lottery game through the WAP browser on the mobile
device. All the states of the game will be stored in the server
until the user logs off the game. During the registration process
the mode of payment that the user wishes to utilize will be stored
along with all relevant details into the database. The user's
credit card will be charged based on the number of lottery games
which are played. If the user does not provide the correct details
for payment the application will not permit the user to play the
game. The criteria for validation will be done by a 3rd party
system reifying the authenticity of the credit card payment mode.
For every transaction made the user will be notified with the
following details: transaction ID, date of transaction, transaction
amount and date of lottery draw (for games where the winner is not
announced immediately). Once the payment transaction is complete
the user will be immediately notified. The winners will be notified
by e-mail, SMS, an IVR call, etc.
[0072] The following steps illustrate WAP based gaming.
[0073] Step 1. The user launches the WAP browser to register for
the mobile lottery gaming.
[0074] Step 2. The user enters all the information required from
the user to register.
[0075] Step 3. After successful registration the user logs in using
the registered Passcode/Password.
[0076] Step 4. After successful login the system will provide a
list of the games supported from which the user can select a game
to play.
[0077] Step 5. Based on the lottery game the user can enter the
arguments or numbers in the browser as described above.
[0078] Step 6. Once the entry is recorded in the server the user
will receive a notification of the transaction.
[0079] Another embodiment of the present invention is SMS based
lottery gaming. Short Message Service (SMS) is a communication
protocol allowing the interchange of short text messages between
mobile telephony devices. The following process illustrates how
mobile phone users can use SMS to play lottery games on the mobile
devices. FIG. 9 is a flowchart illustrating SMS based gaming.
[0080] A SMS is sent from the mobile device to register 146. The
registration process 148 allows the user establish an account. The
user can them login using their passcode and/or selected image 150.
If the incorrect passcode and/or image is entered 152 the user is
instructed to enter this information again. After a number of
unsuccessful login attempts, for example 5, the user is sent to the
end of the program and not permitted to play the game 154. If the
user wants to continue they must repeat the registration process
148 again. Once the user has logged in they can choose the game
they wish to play from the menu at 150. For example the user may
wish to play a PICK 3 Lottery game. Next at 150 the user will
provide the arguments or select the numbers they wish to play on
the keypad of the mobile device or other data entering device. For
example the user may enter "02", "34" and "45" on the keypad. The
transaction is confirmed at step 156. Depending on the game which
is selected there will either be an immediate draw of the winning
numbers 158 or a date will be given on which the winning numbers
are to be drawn 160. If the drawing is at a later date the user can
check back on their mobile device for the winning number or can
check other sources such as the television, a lottery terminal, the
newspaper, etc. The gaming application is then ended at 162.
[0081] A detailed description of SMS based gaming is as follows.
The user will register of the gaming server registration website
for the first time. During registration the user will be asked to
select a Passcode/Password that will be used for all future
transactions. FIG. 5 illustrates a registration website. The user
will be asked to provide the following details. The user's name,
the mobile device number, a credit card number, the expiry date of
the credit card, the user's date of birth and a passcode/password.
The user will send a SMS to the server with the required details
for a game. The user's passcode/password, the name of the game and
the arguments or selected numbers. For example, if the user wants
to play a PICK 3 game, the user will select three numbers and send
a SMS in the following text format: "PWD PICK3 23 45 12". During
the registration process the mode of payment that the user wishes
to utilize will be stored along with all the relevant details into
the database. The user's credit card will be charged based on the
number of lottery games that are played. If the user does not
provide the correct details for payment the application will not
permit the user to play the game. The criteria for validation will
be done by a 3rd party system verifying the authenticity of the
credit card payment mode. For every transaction made the user will
be notified with the following details. The transaction ID, the
date of transaction, the transaction amount, and the date of the
lottery draw (for games where the winner is not announced
immediately). The winners will be notified by an e-mail, a SMS an
IVR call, etc.
[0082] The following steps illustrate SMS based gaming.
[0083] Step 1. The user sends a SMS to the SMSC gateway register
for mobile lottery gaming.
[0084] Step 2. The user registers using a credit card number and
PIN number.
[0085] Step 3. After successful registration the user sends a SMS
to the SMSC gateway in the following format "PASSCODE/PASSWORD",
"Name of the Game" and "Arguments to the game".
[0086] Step 4. Once the entry is recorded in the server the user
will receive a notification of the transaction as a SMS
confirmation.
[0087] Step 5. If the lottery game provides immediate results, like
a scratch and win game the user will be notified immediately. In
the case of a delayed drawing, the user will be notified of the
drawing date.
[0088] All patents and publications mentioned in this specification
are indicative of the levels of those skilled in the art to which
the invention pertains. All patents and publications are herein
incorporated by reference to the same extent as if each individual
publication was specifically and individually indicated to be
incorporated by reference.
[0089] It is to be understood that while a certain form of the
invention is illustrated, it is not to be limited to the specific
form or arrangement herein described and shown. It will be apparent
to those skilled in the art that various changes may be made
without departing from the scope of the invention and the invention
is not to be considered limited to what is shown and described in
the specification and any drawings/figures included herein.
[0090] One skilled in the art will readily appreciate that the
present invention is well adapted to carry out the objectives and
obtain the ends and advantages mentioned, as well as those inherent
therein. The embodiments, methods, procedures and techniques
described herein are presently representative of the preferred
embodiments, are intended to be exemplary and are not intended as
limitations on the scope. Changes therein and other uses will occur
to those skilled in the art which are encompassed within the spirit
of the invention and are defined by the scope of the appended
claims. Although the invention has been described in connection
with specific preferred embodiments, it should be understood that
the invention as claimed should not be unduly limited to such
specific embodiments. Indeed, various modifications of the
described modes for carrying out the invention which are obvious to
those skilled in the art are intended to be within the scope of the
following claims.
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