U.S. patent application number 13/369001 was filed with the patent office on 2012-06-07 for network based webcam wheel of fortune game.
Invention is credited to Sean MacGuire.
Application Number | 20120142408 13/369001 |
Document ID | / |
Family ID | 39676634 |
Filed Date | 2012-06-07 |
United States Patent
Application |
20120142408 |
Kind Code |
A1 |
MacGuire; Sean |
June 7, 2012 |
Network Based Webcam Wheel of Fortune Game
Abstract
A network-based webcam wheel of fortune game is disclosed.
Images from the participants webcams are positioned on the
circumference of a virtual wheel that is displayed to all players
and non-playing viewers via their monitors. This wheel is then
spun. The winner is for instance the participant whose image this
virtual wheel stops on. As a prize, the winner is then broadcast to
all participants for a predetermined amount of time, who then vote
on the quality of the performance.
Inventors: |
MacGuire; Sean; (Key West,
FL) |
Family ID: |
39676634 |
Appl. No.: |
13/369001 |
Filed: |
February 8, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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12025653 |
Feb 4, 2008 |
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13369001 |
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60888078 |
Feb 3, 2007 |
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Current U.S.
Class: |
463/22 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/22 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A network-based wheel of fortune game, comprising a virtual
wheel of fortune wheel displayed to players of the game via a
network, virtual images of players of the game, the images being
provided on the wheel, the wheel being adapted to be spun and to
select the virtual image of one of the players.
2. A network-based wheel of fortune game as defined in claim 1,
wherein the wheel is adapted to select the player once the wheel
comes to a rest.
3. A network-based wheel of fortune game as defined in claim 1,
wherein the images of the players are provided on the circumference
of the wheel.
4. A network-based wheel of fortune game as defined in claim 1,
wherein webcams are provided to allow the payers to see the
wheel.
5. A network-based wheel of fortune game as defined in claim 4,
wherein the images of the players are obtained via the webcams.
6. A network-based wheel of fortune game as defined in claim 5,
wherein the images of the players are one of still pictures and
live pictures.
7. A network-based wheel of fortune game as defined in claim 1,
wherein the game is further displayed via the network to
non-playing viewers via monitors thereof.
8. A network-based wheel of fortune game as defined in claim 1,
wherein the player selected when the wheel comes to a rest is the
winner of the game.
9. A network-based wheel of fortune game as defined in claim 8,
wherein the image of the winner is broadcast to all players.
10. A network-based wheel of fortune game as defined in claim 9,
wherein the image of the winner is broadcast to all players for a
predetermined amount of time.
11. A network-based wheel of fortune game as defined in claim 1,
wherein the players can vote on the quality of the performance of
the winner.
12. A method of playing a wheel of fortune game, comprising (a)
providing a number of players connected via a network, a virtual
wheel of fortune wheel displayed to all the players via the
network, and virtual images of the players located on the wheel;
(b) spinning the wheel; (c) and selecting the virtual image of one
of the players.
13. A method as defined in claim 12, wherein the wheel is adapted
to select the player once the wheel comes to a rest.
14. A method as defined in claim 12, wherein the images of the
players are provided on the circumference of the wheel.
15. A method as defined in claim 12, wherein webcams are provided
to allow the payers to see the wheel.
16. A method as defined in claim 15, wherein the images of the
players are obtained via the webcams.
17. A method as defined in claim 16, wherein the images of the
payers are one of still pictures and live pictures.
18. A method as defined in claim 12, wherein the game is further
displayed via the network to non-playing viewers via monitors
thereof.
19. A method as defined in claim 12, wherein the player selected
when the wheel comes to a rest is the winner of the game.
20. A method as defined in claim 19, wherein the image of the
winner is broadcast to all players.
21. A method as defined in claim 20, wherein the image of the
winner is broadcast to all players for a predetermined amount of
time.
22. A method as defined in claim 12, wherein the players can vote
on the quality of the performance of the winner.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a Nonprovisional application claiming
priority to U.S. Provisional Patent Application No. 60/888,078,
filed Feb. 3, 2007, which is herein incorporated by reference.
FIELD OF THE INVENTION
[0002] The present invention relates to multimedia, and more
particularly, to a system, method and apparatus for playing a
network based game.
BACKGROUND OF THE INVENTION
[0003] In the classic wheel of fortune game, a large wheel spinner
is rotated by an employee of the casino, and gradually loses it's
inertia until it stops at one of a plurality of spaces extending
around the periphery of the wheel. These spaces are generally
marked with representations of money to indicate what players have
won. There is usually a betting surface marked with similar
representations of money where users place wagers on where the
wheel will stop. This game is compelling because of the
anticipation generated by the rotating, and slowing wheel.
[0004] In recent years, the advent almost ubiquitous high-speed
internet access combined with a dramatic drop in price of
computer-attached cameras or webcams, and sites like YouTube.RTM.
facilitating video interchange, has made uploading videos simple,
accepted, and very popular. It seems that people like to look at
each other.
[0005] There has also been an explosion in so-called Social
Networking and matchmaking sites like e-Harmony.RTM.
http://eharmony.com and MySpace.RTM. http://myspace.com. These
sites facilitate the process of people getting to know each other.
One of the best known ways to get to know someone is by playing a
game with them; however this simple method is currently largely
ignored by these sites at this time.
[0006] Rafaeli in U.S. Pat. No. 6,755,741 teaches the use of
webcams to allow remote players to participate in a casino games,
including roulette. Orak in U.S. Pat. No. 6,935,945 discloses an
internet game show, and Marnell in U.S. Pat. No. 5,188,363 teaches
a combined wheel of fortune and poker game. Therefore, webcams and
network-based casino games are known, as are varieties of the wheel
of fortune.
[0007] Even though there are multiplayer games available to play
via the Internet known in the art there are currently none which
involves using the webcam and it's users as the game itself.
Therefore a need has arisen for a game which allows users to
participate as themselves using their webcams via the Internet,
which also helps people to get to know each other.
SUMMARY OF THE INVENTION
[0008] It is therefore an aim of the present invention to provide a
novel network-based game.
[0009] It is also an aim of the present invention to provide a
novel network-based wheel of fortune game.
[0010] It is a further aim of the present invention to provide a
novel network-based wheel of fortune game using webcams to provide
pictures of participants on a virtual wheel of fortune.
[0011] Therefore, in accordance with the present invention, there
is provided a network-based wheel of fortune game as defined in
network-based wheel of fortune game, comprising a virtual wheel of
fortune wheel displayed to players of the game via a network,
virtual images of players of the game, the images being provided on
the wheel, the wheel being adapted to be spun and to select the
virtual image of one of the players.
[0012] Also in accordance with the present invention, there is
provided a method of playing a wheel of fortune game, comprising
(a) providing a number of players connected via a network, a
virtual wheel of fortune wheel displayed to all the players via the
network, and virtual images of the players located on the wheel;
(b) spinning the wheel; (c) and selecting the virtual image of one
of the players.
BRIEF DESCRIPTION OF THE DRAWINGS
[0013] The features of the invention will become more apparent in
the following detailed description in which reference is made to
the appended drawings wherein:
[0014] FIG. 1 is a flowchart of a game in accordance with an
illustrative embodiment of the present invention, showing how the
game is started and run; and
[0015] FIG. 2 is a schematic representation of a user interface for
the game.
DETAILED DESCRIPTION OF THE INVENTION
[0016] The present invention is a webcam wheel of fortune which
combines the anticipation embodied by the classic casino wheel of
fortune game, combined with the egomania described by Andy Warhol's
famous quote "In the future, everyone will be world-famous for 15
minutes." http://en.wikipedia.org/wiki/15_minutes_of_fame into an
exciting social networking experience.
[0017] The most basic form of this game is played by an automated
croupier spinning the wheel like the wheel of fortune, but instead
of a physical wheel with representations of money, images from the
players' attached webcams would appear on the circumference of the
wheel to be spun.
[0018] The game simulates the slowing of the wheel, with
appropriate sound effects if desired, showing subsequent images for
longer and longer until finally the wheel `stops` on a particular
image. The player whose image appears is the winner of the
round.
[0019] In one embodiment, the prize for winning the round is being
broadcast to all the other participants for a specified duration,
which the user can use as they see fit; in other words, they get
their "15 seconds of fame", which is recorded. This prize has the
additional benefit of helping the participants to get to know each
other, and as such offers an excellent opportunity to be used to
create and enhance social networks. Additionally, players and
non-participating viewers may vote on the `performance` of the
winner. Then using this feedback, the best and worst performances
could be played again at the end of the game, and ongoing scores
could be preserved to encourage players to keep coming back. The
game could also be used as a premise for matchmaking. Note that
other prizes such as money are not only possible, but
encouraged.
[0020] It is also within the purview of this invention to support
multiple variations on our webcam wheel of fortune theme, for
example, winners of individual games, or participants with the
highest or lowest cumulative vote scores progress to a semi-final
type situation where the winners of these previous games would make
up the elements on the wheel, with the winner to be voted on, and
so on to a final spin where a single, ultimate winner would emerge.
This would allow millions of people to be able to participate in
the game as viewers, voters, or participants.
[0021] Similarly, a reverse-version of the game is likewise
envisioned in that the player selected by spinning the wheel is
`out`, the ultimate winner of the game being the player who was
never selected. It is also envisioned that each player removed in
this manner would have a chance to say `goodbye` to the rest of the
people playing, and thus receive their `15 seconds of fame` as a
consolation prize.
[0022] In another embodiment, it would be possible for users to
influence the spinning of the wheel itself by sending signals
created by attached input devices such as keyboards, trackballs,
mice or other `pointing devices`, or using biofeedback monitors
such as the LightStone.RTM. sold by Wild Divine
http://wilddivine.com, etc.
[0023] Finally two important elements of the game are the ability
to restrict who can join, and allowing non-playing viewers. The
person who created the game decides who can play, or watch. This
further enhances the social networking aspects of the game since
the game would then allow the viewers to get to know the players
better as well as letting the players get to know each other
better. For example, this might be useful on a dating site where a
group restricted to men would be permitted to watch a group
restricted to women playing the game, or vice versa.
[0024] Now, in accordance with the present invention, in one
embodiment of the present invention, a network-based webcam wheel
of fortune game is disclosed herein.
[0025] The present invention is a wheel of fortune type game played
by participants via computers with attached and functioning web
cameras, connected to a network, generally the internet. Players
and non-playing viewers see a virtual wheel, or representation
thereof, onscreen, which consists of an image or images submitted
by each player arranged around the circumference of the wheel in a
manner similar to the wheel of fortune game found in many casinos.
To begin the round, the wheel is spun. As the virtual wheel slows
down, the images of the players are visible for a longer and longer
period of time until the wheel stops on a particular image. The
person associated with that image wins the round, and is awarded a
prize.
[0026] Referring therefore to FIG. 1, a flowchart showing basic
game play is presented. The game starts at 101, generally by having
a potential player navigate to a URL where the webcam wheel of
fortune game is offered. The user may choose between two options,
that is to join an existing game at 102 (if they are so permitted),
or start a new game at 103. If the user is allowed to start a new
game, the next step is to choose options at 105, including who may
participate. It must be remembered that a purpose of the game is to
help people to get to know each other; therefore, the person
starting the game may choose to restrict players and non-playing
viewers according to factors including but not limited to
availability of a live webcam image, sex (gender), payment of fees,
age, sexual orientation, profession, geographic location,
pre-existing membership in an organization, existing registration
online, etc. Restrictions may likewise be inherited by the game by
virtue of it being accessible only to those people who can access a
certain URL, etc. Restrictions may likewise be set as to the
minimum and maximum number of players, number of rounds in the
game, or time limit, etc., and the operator of a game may likewise
remove access to anyone who is disruptive, etc. Finally, the game
operator gives the game a name, like "Funky Wheel of Love", so
others can find it, and perhaps join in or watch it. The game is
then registered and started.
[0027] If the user decides he/she wants to join an existing game
102, he/she is presented with a list of games, like our "Funky
Wheel of Love", and decides whether or not to join. If he/she
chooses not to join an existing game, he/she is sent back to the
option of creating a new game at 103. Once he/she chooses to join
an existing game at 102, he/she then selects at 104 which of the
available games to join, as well as whether he/she would like to be
a viewer or a participant. The system then checks at 106 that the
user satisfies whatever criteria have been put in place for that
particular game, which were determined when the game was created at
105. If he/she is not permitted to join, he/she is sent back to 103
where he/she gets to start a new game, or join another game.
[0028] The next step is to add the user to the game at 107. If the
user is a player, an image is grabbed from his/her webcam, or other
picture, for use as part of the game, and possibly get permission
from the user to allow software to access his/her webcam, as well
as choosing a name for use during the game if the user is not
already registered, etc. Non-playing participants would just be
provided with a view of the game, and added to the virtual audience
for that game.
[0029] The system then verifies at 108 if the player was added
successfully; if not, an error message is displayed at 109, and the
user may then attempt to fix the problem, and the system can try to
the user later at 107. Otherwise, the user may just leave the game.
The option of users leaving the game is not specifically
represented on the flowchart anywhere, since users may drop off at
any time, from anywhere, for any reason.
[0030] The system then checks at 111 to see if there are enough
players, or if the game should be ended. This is a general check to
see if the game to be played is within the parameters selected by
the user who started the game at 105. If the minimum number of
players is not met, the system can wait, or if the number of
players has dropped to 0, the system may choose to end the game at
114. If the user who started the game had specified that the game
consists of a specific number of rounds, or a time limit, then
these conditions are checked. If met or exceeded, the game is ended
at 114, the best and worst of the player's performances are shown
at 115 and the game is de-registered at 117 so that it can no
longer be played. The game is then over at 120. Otherwise, the
system waits at 119 for additional players, and then loop backs to
111 to see if what is needed is there so as to start the game.
[0031] Once there are enough players, the round is started at 110.
The images from the each of the currently connected participants
are now loaded onto the virtual wheel, and the audience is added.
This can be an important step since users may have joined or left
since our last round. In one embodiment, live webcam images from
some or all players may be displayed on the wheel instead of static
images.
[0032] The wheel is then spun at 112. This means that the virtual
wheel goes from appearing static, to being shown as being pulled
backwards, i.e. wound up, then released so that it appears to spin
at a high rate of speed. A variety of music and sound effects may
be used here, including the well known `click, click, click` made
by the original casino wheel. The effect of friction is simulated
on our wheel and it gradually (and dramatically) slows down,
finally selecting a player at 113, typically a winning player. Note
that using live webcam images during the launch phase and slowing
phases of our wheel spin is likely to be particularly effective as
the wheel is moving slowly enough that people can actually see each
other. Eventually the wheel slows down, landing on an image of one
of our players, who is the winner of the round 113.
[0033] The winner is then awarded his/her prize at 116, which in
the present embodiment, is being broadcast to all the other
participants for a fixed amount of time; i.e. the winner's 15
seconds of fame, which may be stored for later replay. Other
prizes, such as points, money, or combinations thereof are likewise
envisioned. A vote is then taken at 118 as to the quality of the
winner on a scale of -10 to +10, although other scales and inputs
may be used. The game then continues at 111. The voting results are
stored, and at the end of the game (at 114), the best and worst
performances may be rebroadcast at 115 for all to enjoy. Ongoing
statistics for players may likewise be kept for allowing the
possibility of larger prizes after winning a certain number of
rounds, and as an incentive to keep users coming back.
[0034] Referring now to FIG. 2, a block diagram of the viewer is
shown. The viewer itself is found at 200, and will generally
consist of a window displayed within a web browser, although other
methods of displaying the viewer may be employed. At 201, there is
shown a group of non-playing participants watching the game, which
are represented herein by little happy faces. These symbols may be
scattered around the playing area to represent an audience. In the
present embodiment, each person watching the game will be denoted
by a symbol; in this case a happy face, although any representation
may be used. In addition, it is within the purview of the game that
these symbols might use size, color or other indicia to represent
the number of people per symbol, i.e. a red happy face equals 1000
people watching, a blue happy face equals 100 people watching, etc.
Thus, 100 red happy faces would indicate that 100,000 people are
watching a game.
[0035] At 202, there is shown a small window containing the image
of a user the current user is chatting with, with three other
screens directly below it, again with people chatting. Clicking on
a window in the playing area, the wheel at 206, 207, 208, 209
brings that user to the chat area and allows the user to chat with
them directly and view their image or webcam, which may be live.
The title of the game being played is shown at 203, and in the
current example, the title is "funky wheel of love".
[0036] Below the windows at 202 is a text area 204showing an
ongoing chat, presumably, but not limited to, the people in the
windows 202 above. Below the text area 204 is a voting area 205
where viewers can rate the winners on a scale, e.g., from -10 to
+10.
[0037] In the middle of the window 206, 207, 208, 209 is the game
area. Player images are arranged in a sort of three dimensional
wheel, with these images getting larger as they approach the front
of the screen, and smaller as they recede into the background. The
images rotate, clockwise or counter-clockwise, or are otherwise
mixed up. For now, the system uses a wheel that rotates clockwise.
In FIG. 2, the results of a recently completed game are displayed,
with the winner appearing at 207, and with an area 208 being used
for status messages and in this case the text "WINNER" indicating
that our user won and "ROUND 4" indicating that this was the fourth
round of the game. The player in the window at 206 almost won, the
wheel went one click too far. Likewise, the user at 209 would have
won had the wheel clicked over one more space. The actual
implementation of the wheel and the layout may of course vary.
Finally, there is a window 210 showing the user's own webcam image,
so he/she can see himself/herself.
[0038] The user at 207 will now receive his/her prize, which in the
current embodiment, is for him/her to be broadcast to the rest of
the players and viewers for a predetermined length of time, which
can be used as the winner sees fit. Again, other prizes are
certainly possible. In addition, viewers and participants can rate
the quality of our winner using the voting mechanism at 205, which
will allow ratings from -10 to +10 although other scales or input
methods may be used. The ability of participants to provide
feedback adds an interesting incitement for users to perform their
best, or in some cases, worst, and keeping track of these
performances and scores is incentive for users to keep coming
back.
[0039] Finally, a database of winning performances may be stored
and replayed at the end of the game, showing the highest and lowest
rated winners. A database of ratings and performances may be kept,
allowing users to be tracked over time, and possibly receive prizes
when certain levels have been attained, or when a certain number of
games have been won, or a certain amount of time, e.g. a week or
month, has passed. It is also envisioned that these performances be
made available for users to watch at a later time.
[0040] Although the invention has been described with reference to
certain specific embodiments, various modifications thereof will be
apparent to those skilled in the art without departing from the
spirit and scope of the invention as outlined in the claims
appended hereto. The entire disclosures of all references recited
above are incorporated herein by reference.
* * * * *
References