U.S. patent application number 13/305698 was filed with the patent office on 2013-01-03 for audio playlist selections and related entertainment systems and methods.
This patent application is currently assigned to EarDish Corporation. Invention is credited to Daniel Patrick Murphy, Rodney E. Underhill.
Application Number | 20130005465 13/305698 |
Document ID | / |
Family ID | 47391186 |
Filed Date | 2013-01-03 |
United States Patent
Application |
20130005465 |
Kind Code |
A1 |
Murphy; Daniel Patrick ; et
al. |
January 3, 2013 |
AUDIO PLAYLIST SELECTIONS AND RELATED ENTERTAINMENT SYSTEMS AND
METHODS
Abstract
A method of providing an entertainment game includes receiving
information about a number of players that will be playing the game
and receiving information about a music challenge in which the
players will be competing. The music challenge is a subject, topic,
or category for which there are a plurality of songs that are
responsive to the music challenge. A database of songs can be
provided from which each player can choose a selected song with
each selected song being selected by a respective player in
response to the music challenge. At least a portion of the selected
songs can be played and the players can be polled to receive votes
from the players for the song that best answers the challenge.
Inventors: |
Murphy; Daniel Patrick;
(Coronado, CA) ; Underhill; Rodney E.; (Julian,
CA) |
Assignee: |
EarDish Corporation
|
Family ID: |
47391186 |
Appl. No.: |
13/305698 |
Filed: |
November 28, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61502785 |
Jun 29, 2011 |
|
|
|
Current U.S.
Class: |
463/35 |
Current CPC
Class: |
A63F 13/65 20140902;
A63F 13/814 20140902; A63F 2300/8047 20130101; A63F 13/798
20140902; G06Q 30/02 20130101; A63F 13/80 20140902; A63F 2300/8064
20130101; A63F 13/54 20140902; A63F 13/335 20140902; A63F 13/44
20140902; A63F 2300/5546 20130101; A63F 2300/407 20130101; A63F
13/61 20140902 |
Class at
Publication: |
463/35 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of providing an entertainment game involving the
selection of music for playback, the method comprising: receiving
information about a number of players that will be playing the
game; receiving information about a music challenge in which the
players will be competing, the music challenge comprising a
subject, topic, or category for which there are a plurality of
songs that are responsive to the music challenge; providing a
database of songs from which each player can choose a selected
song, each selected song being selected by a respective player in
response to the music challenge; playing at least a portion of the
selected songs; and polling the players to receive votes from the
players, wherein each player can vote for one of the selected
songs.
2. The method of claim 1, wherein the database of songs comprises a
plurality of songs that are available to be streamed via a
secondary website.
3. The method of claim 1, wherein the secondary website comprises
YouTube.TM..
4. The method of claim 1, wherein each player can choose their
respective selected song either from the database of songs or from
another source.
5. The method of claim 1, wherein the music challenge can be
selected from a list of previously-identified challenges.
6. The method of claim 1, wherein each player is not permitted to
vote for their own respective selected song.
7. The method of claim 1, further comprising providing a
predetermined amount of time for each player to vote during the
polling step.
8. The method of claim 1, wherein the playing of the at least a
portion of the selected songs comprises playing an audio-only
version of the selected songs, wherein a source of the selected
songs comprises both audio and video components.
9. The method of claim 8, further comprising providing each player
with the option to view the video component of the selected
songs.
10. The method of claim 1, wherein the selected song that receives
the most votes is subsequently played in its entirety.
11. The method of claim 2, wherein songs in the database are
associated with at least one URL from which the song can be
streamed.
12. The method of claim 11, wherein at least some of the songs in
the database are associated with a plurality of URLs from which the
song can be streamed.
13. The method of claim 12, wherein when playing the at least a
portion of the selected songs, if a URL associated with the
selected song is found to be inactive, another URL associated with
the selected song is utilized.
14. The method of claim 11, wherein when playing the at least a
portion of the selected songs, if all URLs associated with the
selected song are found to be inactive, that selected song is
skipped and not included in the voting.
15. The method of claim 1, wherein the players are permitted to add
all of the selected songs into a playlist that can be saved.
16. The method of claim 1, wherein the players are in different
geographic locations from one another while playing the game.
17. The method of claim 16, wherein players are provided targeted
advertising messages based on their geographic locations.
18. The method of claim 1, wherein players are provided with
incentives to play additional games, the incentives being of
monetary value.
19. A method of promoting music, the method comprising: receiving
songs from a plurality of artists; publishing the songs on a
website so the songs are available for viewing by users of the
website; receiving ratings by the users about the quality of the
published songs; and identifying the songs that receive the highest
ratings by the users.
20. The method of claim 19, wherein the artists of the songs that
receive the highest rankings are provided with a prize.
21. The method of claim 20, wherein the prize is that the music of
the artists that receive the highest rankings is further promoted
on the website.
22. The method of claim 19, wherein the users are provided with
incentives to rate the songs received from the artists.
23. The method of claim 22, wherein the incentives comprise instant
prizes and prizes for rating a predetermined number of songs.
24. A method of providing music to users, the method comprising:
identifying URLs from which a plurality of songs can be streamed
from a location on the Internet; associating the URLs with the
plurality of songs; providing a searchable database that includes
the streamable songs and their associated URLs; and providing a
playlist generator that creates a playlist of a plurality of the
streamable songs upon selection by a user.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/502,785, which was filed on Jun. 29, 2011, and
is incorporated herein by reference in its entirety.
FIELD
[0002] This disclosure is directed to methods and systems for
providing entertainment to users.
BACKGROUND
[0003] Various sources are available on the Internet for streaming
music. Many of these sources, such as YouTube.TM., provide
streaming music free of charge to users. However, conventional
technology does not allow for collection of these various sources
for continued playback, such as via a playlist. Nor does
conventional technology allow users to create playlists of music
available from these sources, or initiate game challenges based, at
least in part, on the creation of playlists of music available from
these sources for entertainment purposes.
SUMMARY
[0004] In one embodiment, a method of providing an entertainment
game involving the selection of music for playback is provided. The
method includes receiving information about a number of players
that will be playing the game and receiving information about a
music challenge in which the players will be competing. The music
challenge can comprise a subject, topic, or category for which
there are a plurality of songs that are responsive to the music
challenge. A database of songs can be provided from which each
player can choose a selected song, with each selected song being
selected by a respective player in response to the music challenge.
At least a portion of the selected songs can be played and the
players can be polled to receive votes from the players. Each
player can vote for one of the selected songs.
[0005] In some embodiments, the database of songs comprises a
plurality of songs that are available to be streamed via a
secondary website, such as YouTube.TM.. Each player can choose
their respective selected song either from the database of songs or
from another source. The music challenge can be selected from a
list of previously-identified challenges. In some embodiments, each
player is not permitted to vote for their own respective selected
song.
[0006] In other embodiments, a predetermined amount of time is
provided for each player to vote during the polling step. A source
of the selected songs comprises both audio and video components and
the playing of the at least a portion of the selected songs can
comprise playing an audio-only version of the selected songs. Each
player can be provided with the option to view the video component
of the selected songs, if he or she so desires. The selected song
that receives the most votes can be subsequently played in its
entirety.
[0007] In some embodiments, songs in the database can be associated
with at least one URL from which the song can be streamed. At least
some of the songs in the database are associated with a plurality
of URLs from which the song can be streamed. When playing the at
least a portion of the selected songs, if a URL associated with the
selected song is found to be inactive, another URL associated with
the selected song can be utilized. In some embodiments, when
playing the at least a portion of the selected songs, if all URLs
associated with the selected song are found to be inactive, that
selected song is skipped and not included in the voting. The
players can be permitted to add all of the selected songs into a
playlist that can be saved. The players can be in different
geographic locations from one another while playing the game and
the players can be provided with targeted advertising messages
based on their geographic locations. The players can also be
provided with incentives to play additional games, with the
incentives being of monetary value (such as coupons, discounts, or
other real or virtual items of value).
[0008] In another embodiment, a method of promoting music is
provided. The method includes receiving songs from a plurality of
artists and publishing the songs on a website so the songs are
available for viewing by users of the website. Ratings by the users
can be received about the quality of the published songs and the
artists that receive the highest ratings by the users can be
identified. The artists of the songs that receive the highest
rankings can be provided with prizes. The prizes can be further
promotion on the website. The users can also be provided with
incentives to rate the songs received from the artists, including
instant prizes and prizes for rating a predetermined number of
songs.
[0009] In another embodiment, a method of providing music to users
is disclosed. The method comprises identifying URLs from which a
plurality of songs can be streamed from a location on the Internet,
associating the URLs with the plurality of songs, providing a
searchable database that includes the streamable songs and their
associated URLs, and providing a playlist generator that creates a
playlist of a plurality of the streamable songs upon selection by a
user.
[0010] In some embodiments, one or more non-transitory
computer-readable media are provided for storing
computer-executable instructions which when executed by a computer
processor causes the computer processor to perform the methods
described herein. In some embodiments, one or more non-transitory
computer-readable media are provided for storing
computer-executable instructions for causing a computer to perform
a method, the method comprising any of the new and nonobvious
methods or method acts described herein both alone or in
combinations and subcombinations with one another. In other
embodiments, one or more non-transitory computer-readable media are
provided for storing any of the intermediate or final results
generated at least in part by performing any of the new and
nonobvious methods or method acts described herein both alone or in
combinations and subcombinations with one another. Computing
hardware can include a processor and memory, with the computing
hardware being configured to perform any of the new and nonobvious
methods or method acts described herein both alone or in
combinations and subcombinations with one another. A display device
can be provided for displaying one or more intermediate or final
results generated at least in part by performing any of the new and
nonobvious methods or method acts described herein both alone or in
combinations and subcombinations with one another.
[0011] The foregoing and other objects, features, and advantages of
the invention will become more apparent from the following detailed
description, which proceeds with reference to the accompanying
figures.
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] FIG. 1 is a schematic block diagram of an exemplary
computing system on which certain embodiments of the systems and
methods disclosed herein can be implemented.
[0013] FIG. 2 is a block diagram illustrating a computer network
that can be used to perform at least some of the embodiments of the
systems and methods disclosed herein.
[0014] FIG. 3 is a block diagram illustrating another computer
network that can be used to perform at least some of the
embodiments of the systems and methods disclosed herein.
[0015] FIG. 4 is a block diagram illustrating how the computer
networks of FIG. 2 or 3 can be used to perform certain aspects of
the systems and methods disclosed herein.
[0016] FIG. 5 illustrates an exemplary screenshot of a user
registration process in which a new user can enter information such
as that described above.
[0017] FIG. 6 illustrates an exemplary screenshot of a player
initiating a new game.
[0018] FIG. 7 illustrates a song that has been selected by one of
the players being displayed while playing on a user's playback
device.
[0019] FIG. 8 illustrates an exemplary voting screen for a
game.
[0020] FIG. 9 illustrates an exemplary screenshot of a manner in
which songs can be located and selected for playlists
DETAILED DESCRIPTION
[0021] General Considerations
[0022] For purposes of this description, certain aspects,
advantages, and novel features of the embodiments of this
disclosure are described herein. The disclosed methods,
apparatuses, and systems should not be construed as limiting in any
way. Instead, the present disclosure is directed toward all novel
and nonobvious features and aspects of the various disclosed
embodiments, alone and in various combinations and sub-combinations
with one another. The methods, apparatus, and systems are not
limited to any specific aspect or feature or combination thereof,
nor do the disclosed embodiments require that any one or more
specific advantages be present or problems be solved.
[0023] Although the operations of some of the disclosed methods are
described in a particular, sequential order for convenient
presentation, it should be understood that this manner of
description encompasses rearrangement, unless a particular ordering
is required by specific language set forth below. For example,
operations described sequentially may in some cases be rearranged
or performed concurrently. Moreover, for the sake of simplicity,
the attached figures may not show the various ways in which the
disclosed methods can be used in conjunction with other methods.
Additionally, the description sometimes uses terms like "determine"
and "provide" to describe the disclosed methods. These terms are
high-level abstractions of the actual operations that are
performed. The actual operations that correspond to these terms may
vary depending on the particular implementation and are readily
discernible by one of ordinary skill in the art.
[0024] Implementation of the Systems and Methods Disclosed
Herein
[0025] The entertainment methods and systems can be implemented or
performed by software stored on one or more tangible
computer-readable media (e.g., one or more optical media discs,
volatile memory or storage components (such as DRAM or SRAM), or
nonvolatile memory or storage components (such as hard drives)) and
executed on one or more computing systems. The computing systems
can include one or more central processing units (CPUs) and a
memory, such as random access memory (RAM) for temporary storage of
information and/or a read only memory (ROM) for permanent storage
of information, and a mass storage device, such as a hard drive,
diskette, or optical media storage device. Typically, the modules
of the computing system are connected to the computer using a
standards-based bus system, such as, for example, Peripheral
Component Interconnect (PCI), Microchannel, SCSI, Industrial
Standard Architecture (ISA) and Extended ISA (EISA) architectures.
The computing system may also include one or more commonly
available input/output (I/O) devices and interfaces, such as a
keyboard, a mouse, and/or a touchpad. In one embodiment, the I/O
devices and interfaces include one or more display devices, such as
a monitor, that allows the visual presentation of data to a user.
More particularly, a display device can provide, for example, for
the presentation of Graphical User Interfaces (GUIs), application
software data, and multimedia presentations. The computing system
may also provide a communications interface to various external
devices.
[0026] Such software can be executed on a single computer or on a
networked computer (e.g., via the Internet, a wide-area network, a
local-area network, a client-server network, or other such
network). The systems and methods disclosed herein can also be
performed using cloud computing, a form of Internet-based
computing, whereby shared resources, software and information are
provided to computers and other devices on-demand. The software
embodiments disclosed herein can be described in the general
context of computer-executable instructions, such as those included
in program modules, which can be executed in a computing
environment on a target real or virtual processor.
[0027] Any of the software embodiments (comprising, for example,
computer-executable instructions for causing a computer to perform
any of the disclosed methods) can be transmitted, received, or
accessed through a suitable communication means. Similarly, any
data structure, data file, intermediate result, or final result
created or modified using any of the disclosed methods can be
transmitted, received, or accessed through a suitable communication
means. Such suitable communication means include, for example, the
Internet, the World Wide Web, an intranet, software applications,
cable (including fiber optic cable), magnetic communications,
electromagnetic communications (including RF, microwave, and
infrared communications), electronic communications, or other such
communication means now known or unknown. Moreover, any data
structure, data file, intermediate result, or final result produced
by any of the disclosed methods can be displayed to a user using a
suitable display device (e.g., a computer monitor or display). Such
displaying can be performed as part of a computer-implemented
method of performing any of the disclosed methods.
[0028] FIG. 1 illustrates a generalized example of a suitable
computing environment 100 in which several of the described
embodiments can be implemented. The computing environment 100 is
not intended to suggest any limitation as to scope of use or
functionality, as the methods described herein can be implemented
in diverse general-purpose or special-purpose computing
environments.
[0029] With reference to FIG. 1, the computing environment 100
includes at least one processing unit 102 and memory 104. In FIG.
1, this most basic configuration 106 is included within a dashed
line. The processing unit 102 executes computer-executable
instructions and may be a real or a virtual processor. In a
multi-processing system, multiple processing units execute
computer-executable instructions to increase processing power. The
memory 104 may be volatile memory (e.g., registers, cache, RAM),
non-volatile memory (e.g., ROM, EEPROM, flash memory, etc.), or
some combination of the two. The memory 104 stores software 116
implementing one or more of the systems described herein.
[0030] The computing environment may have additional features. For
example, the computing environment 100 includes storage 108, one or
more input devices 110, one or more output devices 112, and one or
more communication connections 114. An interconnection mechanism
(not shown) such as a bus, controller, or network interconnects the
components of the computing environment 100. Typically, operating
system software (not shown) provides an operating environment for
other software executing in the computing environment 100, and
coordinates activities of the components of the computing
environment 100.
[0031] The storage 108 may be removable or non-removable, and
includes magnetic disks, magnetic tapes or cassettes, CD-ROMs,
DVDs, or any other medium which can be used to store information
and which can be accessed within the computing environment 100. The
storage 108 can store instructions for the software 116
implementing any of the described systems and methods.
[0032] The input device(s) 110 can be a touch input device such as
a keyboard, mouse, pen, or trackball, a voice input device, a
scanning device, or another device that provides input to the
computing environment 100. For audio or video encoding, the input
device(s) 110 can be a sound card, video card, TV tuner card, or
similar device that accepts audio or video input in analog or
digital form, or a CD-ROM or CD-RW that reads audio or video
samples into the computing environment 100. The output device(s)
112 can be a display, printer, speaker, CD-writer, or another
device that provides output from the computing environment 100.
[0033] The communication connection(s) 114 enable communication
over a communication medium to another computing entity. The
communication medium is not a storage medium but conveys
information such as computer-executable instructions, resource and
construction project information, or other data in a modulated data
signal. A modulated data signal is a signal that has one or more of
its characteristics set or changed in such a manner as to encode
information in the signal. By way of example, and not limitation,
communication media include wired or wireless techniques
implemented with an electrical, optical, RF, infrared, acoustic, or
other carrier.
[0034] The various methods disclosed herein can be described in the
general context of computer-readable media. Computer-readable media
are any available media that can be accessed within or by a
computing environment. By way of example, and not limitation, with
the computing environment 100, computer-readable media include
tangible computer-readable storage media such as memory 104 and
storage 108.
[0035] Any of the aspects of the technology described herein can
also be performed using a distributed computer network. FIG. 2
shows a simplified embodiment of one such exemplary network. A
server computer 120 can have an associated storage device 122
(internal or external to the server computer). For example, the
server computer 120 can be configured to perform the calculations
and analysis of information according to any of the disclosed
embodiments. The server computer 120 can be coupled to a network,
shown generally at 124, which can comprise, for example, a
wide-area network, a local-area network, a client-server network,
the Internet, or other such network. One or more client computers,
such as those shown at 126, 128, may be coupled to the network 124
using a network protocol. The work may also be performed on a
single, dedicated workstation, which has its own memory and one or
more CPUs.
[0036] FIG. 3 shows another exemplary network. One or more
computers 132 communicate via a network 1304 and form a computing
environment 130 (e.g., a distributed computing environment). Each
of the computers 132 in the computing environment 130 can be used
to perform at least a portion of the calculation techniques
according to any of the disclosed embodiments. The network 134 in
the illustrated embodiment is also coupled to one or more client
computers 136.
[0037] FIG. 4 shows one exemplary manner in which
computer-executable instructions for performing any of the
disclosed embodiments can be transmitted, accessed, or received
using a remote server computer (such as the server computer 120
shown in FIG. 2) or a remote computing environment (such as the
computing environment 130 shown in FIG. 3). At process block 140,
for example, the client computer sends a request to download
computer-executable instructions for performing any of the
disclosed methods or techniques (e.g., after registering or logging
in to the system). In process block 142, the request is received by
the remote server or by respective components of the remote
computing environment. In process block 144, the remote server or
computing environment transmits computer-executable instructions
for performing any of the disclosed methods or techniques. At 146,
the computer-executable instructions are received (e.g., stored,
buffered, and/or executed) by the client computer.
[0038] Entertainment Methods and Systems
[0039] In one embodiment, a game or entertainment system is
provided whereby users (players) can select and play various songs.
The songs can be stored locally by the system and/or the songs can
be stored elsewhere, such as on the Internet. For example, in one
embodiment, the songs that are played can comprise songs that are
available for download or streaming on the Internet, such as those
that are available via YouTube.TM..
[0040] A game can be played with any number of players. The players
can be associated with one another in various manners. For example,
the players can all be in the same room or the players can be in
different locations and remotely associated with one another
through an Internet connection or other means such as those
described above.
[0041] A game, or portion of a game (e.g., a round) can be started
by a player stating or choosing a challenge for which the players
must select one or more songs. For example, the challenge could be
"What is the best song to dance to that was recorded in the
1980's?" Upon statement of the challenge, the players can each
select a song that they believe answers the challenge (and which is
available for playback through the song selection/playback means
available to the players). The songs selected by the players can be
queued and played for the players. At the end of the round, each
player can vote on what the "best" song selection was.
[0042] In some embodiments, players may not vote for their own
song. In such embodiments, it can be desirable to have at least
three players involved in the game since two players that cannot
vote for their own songs would always result in a tie.
[0043] Playback of the queued songs can be achieved in various
manners. For example, in one embodiment, each player's playback
device (e.g., a laptop, smartphone, or other computing or
music-playing device) can be synched so that the queued songs
stream to the players through the internet in a generally
synchronous manner. By generally synching the playback in this
manner, players can be able to comment or communicate with one
another about the selected songs during playback.
[0044] In some embodiments, the user can choose between an
audio-only playback of a song (even if that song is being sourced
from a location that comprises audio and video capabilities). For
example, the playback device can be configured so that the audio
portion only of a YouTube-based streaming song plays--and not the
video--unless the player chooses (e.g., by hitting or clicking on a
switch, toggle, or other such selection member, either virtual or
real) to allow the video portion to appear. The video portion of
the song that is being played can appear on the same screen that is
currently shown on the playback device or it can appear on another
screen, such as a pop-up screen on the same device or even a screen
on another device connected to the playback device (e.g., a TV
screen connected to or associated with the playback device).
Desirably, when the user selects to see the video portion of the
song on YouTube.TM. that video will appear in a box within the user
interface of the game system itself rather than as part of a
traditional browser. In this manner, a user can manage all of the
game features provided with the user interface while viewing the
video within the game's user interface.
[0045] A playlist only function can allow a user to stream multiple
YouTube.TM. videos one after each other. A pre-set limit of the
number of songs that can be added to a playlist can be provided;
alternatively, no limits can be provided and the user can add as
many songs to a playlist as desired.
[0046] The user can create playlists of popular songs that have
been collected or otherwise identified within the game system
(i.e., songs that are accessible by searching an interface provided
by the game system itself). Alternatively, users can collect and
add songs to their playlists from other sources.
[0047] With regard to songs that have been collected within the
game system, these songs can be made available through the game
system (e.g., some songs can be stored on servers maintained by the
game system itself) or they can be linked into the game system from
external sites (e.g., YouTube.TM.). If the song is collected or
identified by a user without using the game system's interface, the
user can directly link to such songs so that those songs can be
added to the playlist and made available for playback by the
playback device during a game.
[0048] If a link to a YouTube.TM. song (or other song provided by
an external source) is invalid for any reason (e.g., it was removed
from YouTube.TM. by the owner) then the playlist can be configured
to skip that song and go to the next song in the queue.
Alternatively, the system can locate and identify another valid
link to the song as available from YouTube.TM. or another source to
allow that song to be played in its order in the playlist. In some
embodiments, the identification and location of valid links can be
performed by the system in advance of each songs playback, so that
game users do not experience delays while waiting for songs to be
played.
[0049] Thus, game users can enjoy thousands of YouTube.TM. based
songs (or other similar freely available or otherwise accessible
songs) without having to find each link one at a time. Users can
simply search within the game interface for the song and the game
system can queue that song and, at least in some embodiments,
identify and locate valid links to that song. Additionally, if the
user would like to identify songs that are not available through
the system's interface, the user can separately link to those songs
so that they can be accessed by the playlist feature.
[0050] Exemplary User Interfaces and Game Operation
[0051] As noted above, the game system can be searchable for music.
For example, in one embodiment, many popular songs (e.g., the top
500, 5000, 10000, or more popular songs) can be located by the game
system and pre-loaded into a searchable database. In some
embodiments, the database can be contained within the structure of
an executable file for the game. Each player screen can be provided
with a search tool that allows the user to search for songs. The
song can be searched by artist, song title, lyrics, genre, etc.
Each of the pre-loaded songs can have one or more URLs stored so
that the songs link "behind the scenes" to an active YouTube.TM.
link or other such location. As described above, the system can be
configured so that only the audio portion plays from the URL even
if the link contains a video element.
[0052] The browser that plays the song can be configured to be
"invisible" so that it does not appear on the user's screen but
works on the background. The browser can operate "in the
background" and can be configured to be operated by the game's
programming to find the proper live audio/video links for each
queued song. In some embodiments, only the audio will play and the
user will not see the browser windows opening up.
[0053] If a pre-loaded URL (or other similar link to a storage
location of a song) is no longer active or if a pre-loaded URL is
not in the pre-set database of URLs for a particular song, a user
can separately search for the song. For example, in one embodiment,
another browser (either within the user interface of the game or
separate from the user interface of the game) can be opened and the
user can search the Internet for a suitable streaming resource such
as a song published and available for streaming on YouTube.TM..
That location can be linked to the song that the user adds to the
queue. Also, if desired, the game system can be automatically
updated so that the new location (e.g., the specific YouTube.TM.
URL) is added to the database for future searches within the game
interface by that user and other users.
[0054] In order to avoid erroneous additions of new songs to the
game systems database, the system can comprise programmed logic
that dictates that a certain number of URLs must be added for a
song before that link is accepted as a valid song location that can
be added to the database. For example, the system can be configured
so that once five URLS for a particular search have been loaded
they will be submitted for automatic inclusion into the game
system's database of songs. Also, should URLS in the database be
determined to be "bad" by the user community, they can be flagged
for removal from the system and those URLs can be subject to a
removal process. The removal process can be automated, such as by
requiring a certain number of "flags" by different users before the
link is removed. Alternatively, an internal review process can be
performed prior to removal of these "flagged" links. Of course,
additional songs and their associated links can be added by the
game system as needed and/or desired. Also, the game system can be
modified (e.g., by internal staff) to add additional URLS for any
particular song into the URL database of streamable media.
[0055] Game Play Example
[0056] As described above, the game can be played by players in the
same room or players may play with other players on the Internet by
logging into the game system (e.g., through a game system website)
to find other players to interact with. In some embodiments, each
user can be asked to register with the game system. The
registration process can comprise providing a user ID and a
password. In addition, other information about the user can be
obtained, including, for example, the user's name, age, location,
and email address. Thus, in some embodiments, the user can be
requested to provide information about their musical interest such
as favorite artists, preferred genres, etc. FIG. 5 illustrates an
exemplary screenshot of a user registration process in which a new
user can enter information such as that described above.
[0057] To begin a new game, a user can select the format of the
game, including the number of players and the particular game
challenge. For example, as shown in FIG. 6, the user can select a
number of players. This selection can be entered or it can be
selected from a drop-down menu. In one embodiment, the user selects
the number of players from a drop-down menu that allows up to eight
players. As discussed above, more players can be allowed, and in
some instances, more players can be desirable. However, since each
player selects a song and even the shortest songs would likely be
at least 2 minutes long, the shortest game with eight players would
be about 16 minutes. If longer songs are selected, the game can be
much longer. For this reason, it may be desirable to generally keep
the number of players at eight or below.
[0058] Alternatively or additionally, in some embodiments, only a
portion of the selected song will be played. Thus, for example, the
game can be configured so that, for each song selection, only one
minute of the song will be played. This controls the length of the
game by limiting the length of each song that will be played. In
other embodiments, the length of the song can be shorter or longer.
In a longer duration limit game, for example, each song that is
selected could be allowed to be played for four minutes. For some
songs, this will be the entire song, while for other longer songs
this would cause the song to be truncated as necessary.
[0059] In other embodiments, the length of the songs that are
played can be automatically selected based on the number of
players. Thus, for example, if there are eight players the song
length can be limited to 1 minute, while for four players the song
length can be limited to 2 minutes. In this manner, the duration of
the game can be controlled.
[0060] Referring again to FIG. 6, each player's name can be entered
and a number can be assigned to that player. The number will
determine the order in which the user participates in the game. The
number can be based on the order in which the players join the game
or it can be randomly assigned. If desired, the user can remain
anonymous and only their assigned number will be displayed.
[0061] A player can invite other players to join in the game.
Invited players can be added by entering the player's user name in
the game system, or by contacting them through email or social
media networks, such as Facebook.TM.. Players can also add other
players as "friends" within the game system so that in the future,
they will be easily contacted to play additional games. Players may
invite or accept invitations of other registered user and expand
the number of people who may play the game with a user by accepting
or making "friend" invitations in a manner similar to that used by
Facebook.TM..
[0062] The initiator of the game (or a winner from a previous game)
can select the challenge or category of the game. In FIG. 6, for
example, the player has selected the challenge of "Bands you like
from the 80's." Song categories can be selected using a pull down
menu or by entering the challenge manually. Alternatively, if
desired, the category can be randomly selected by the game system.
Users may suggest game questions by submitting the same through the
game interface. Approved questions can be added to a list of game
questions available via the game's user interface (e.g., via drop
down menus).
[0063] Once the category is selected, each player is given a time
limit to choose their song. The time limit can be selected in a
settings menu of the game. In one embodiment, the time limit can
vary based on the number of players in the game. Thus, for example,
1-4 players may be given 2 minutes, while 4-8 players are given 1.5
minutes to select their song.
[0064] To select a song, the user can search the database for a
desired song in the manner described herein. While searching for
songs, the user can save any selection into a playlist for later
listening by clicking "add to playlist," as shown in FIG. 6. If the
song that is being added to the playlist is part of a game, the
song can be automatically added to a playlist with the same name as
the challenge. If desired, however, the user can change the name of
the playlist from the name of the challenge. In one embodiment, at
the end of any game (solo or group) each player can be promoted to
"PUT ALL GAME SONGS IN PLAYLIST."
[0065] Preferably, video recordings will default to audio when
added to a playlist. Any song or playlist created in the game
system can be shared with others and when shared the friend can be
presented with the option of adding the song link into their own
player or playlists.
[0066] Thus, the playlist created during the game can be streamed
on demand by a game player outside of playing the game. For
example, after accumulating a list of 50 great songs during a
challenge, the user can stream those songs via the "invisible
browser" in sequence for later enjoyment. Any songs that no longer
have active URLS are removed automatically. As described above,
songs can also be added to playlists without playing the game by
selecting songs from the game system's list of pre-selected songs
or using a separate browser tool to find new songs to add to the
playlist.
[0067] FIG. 6 illustrates a selection of a first user (Rodney) of
the song "Enjoy the Silence" by Depeche Mode. Songs can be
confidentially selected so that other users will not see your
selection until the queue is completed and the songs begin playing.
Once the user is ready to finalize their selection, the user can
click on the "confirm selection" icon. Each song can be first
identified to the other users when the song is played, but not
sooner. After players select their respective songs, the songs can
be played (in the assigned order or randomly) for up to the
predetermined amount of time selected (e.g., 1 minute).
[0068] FIG. 7 illustrates a song that has been selected by one of
the players being displayed while playing on a user's playback
device. In some embodiments, such as the one shown in FIG. 7, the
name of the player that selected the song is not shown so that
voting will not be biased based on a player's feelings about
another player. During game play, each song that is being played
during the game will show up on other player's computers and
devices as each device used by each player will be synced to each
other through the Internet via the game system's
server/software.
[0069] After the songs (or a portion of all the songs) are played,
voting can begin. FIG. 8 illustrates an exemplary voting screen for
a four-player game. Each of the selected and played songs is
displayed and each player can select their favorite song or the
song that they feel best represents the chosen category. In some
embodiments, the players cannot select their own songs. A winner is
declared based on the votes. The winning song can then be played in
its entirety. For those continuing to play, the winner can then
select the next category/challenge.
[0070] Additional Playlist Features
[0071] A playlist-only function can also be provided. In this
manner, users can create playlists of popular songs using the game
interface and the available links to streaming media, such as
through YouTube.TM.. The invisible browser can find each link on
YouTube.TM. or elsewhere (using pre-loaded links) and play the
songs. In this manner, thousands of songs on YouTube.TM. can be
placed in playlists and played sequentially, without the user
having to open a browser and separately search to find a new song
after each song is finished playing. Conventional use of
YouTube.TM. does not allow the creation of playlists in this
manner; instead, people have to find songs one at a time and play
them one at a time. The browser playlist functionality disclosed
herein allows users to make playlists from links that are provided
(and confirmed as active) within the game system. FIG. 9
illustrates an exemplary screenshot of a manner in which songs can
be located and selected for playlists.
[0072] These playlists can be created to be audio only playlists
where no video will play, whether or not there is video associated
with the original YouTube.TM. link. However, default functionality
of not allowing video to be seen in the player screen can be
changed, if desired, by clicking the "show video" button and the
video portion of the audio/video streaming will then open up in a
new window. This playlist only function is an additional feature
for the game package itself and is a second way of using the
software.
[0073] Solo Play
[0074] Solo play can be provided by selecting a solo play category,
as shown in FIG. 6. Solo play can comprise a "name that tune"
format whereby a player chooses a category and then the game system
randomly selects an appropriate song for playback. The user can
stop the song as soon as he/she recognizes the song and can enter
information about the song to see if they properly identified the
song (e.g., artist, title, year, etc.). Points can be awarded to
players based on the speed and accuracy in recognizing songs that
are played in this manner, and player rankings can be provided
based on the number of points achieved by players.
[0075] Thus, when engaging in solo play, the player is served up
songs one at a time and has to identify the name of the band, the
name of the song and the year of the song release for points.
Points can be accumulated by players based on their solo play. In
some embodiments, solo players can also play against other players
live in real time and compete for highest points. Songs can be put
into each player's playlist during the game.
[0076] Cost Per Engagement Module
[0077] In some embodiments, during the game users can receive
messages that contain commercial content. In exchange for viewing
the message, the system can provide the user with the option to
receive something of value, such as a free song download or
discount coupons (by email or download), or other potential
benefits, such as entry into contests and promotions.
[0078] Users are preferably targeted by their demographics in order
for them to receive the commercial message during game play. Basic
demographics can include gender, age, and location. Users can also
be prompted to provide or allow additional demographics in order to
receive additional commercial messages and/or commercial messages
tied to "better" premiums, such as a new song from a very famous
artist such as Lady Gaga. Some premiums will be "limited edition"
or "exclusive" in nature so as the game players open up various
levels of the game they will gain access to "better" premiums such
as more popular songs or premiums in higher demand by the
public.
[0079] Additional demographics and information that can be used to
target users can be based on other information that a user allows
the system to collect, such as the GPS location of game players,
the number of game players in any particular game, number of
"friends" attributed to each player, frequency of playing the game,
most recent date of game play, and locations of "friends" who play
game with an individual player.
[0080] Invitations can be sent to game users while they are using
the game. These invitations can invite users to participate in
activities that provide value to the user based on their activities
(e.g., cost per engagement). Cost per engagement models refer to
advertising impressions that are free and advertisers only pay when
a user engages with their ad unit. For example, those users who are
in desired demographics could receive a "live" invitation to a cost
per engagement event, if they are registered users of the game. In
other words, while playing the game, they would be interrupted for
a hot cost per engagement event if they are in the right
demographic. They could opt out to not accept or get the cost per
engagement invitation if they wanted.
[0081] Cost Per Engagement
[0082] Advertisements can be provided to users as text, images,
audio, video, or some combination thereof. In some embodiments, the
advertisement can be of a predetermined duration, such as a 30
second commercial as might be seen on conventional television.
[0083] In some embodiments, there can be a reward offered after the
advertisement is viewed. Thus, for example, after viewing the
commercial content, the user could receive a free MP3 download from
a major artist, or a two for one voucher for merchandise (e.g., two
MP3 downloads for the price of one). The reward can comprise a
discount, a discount coupon, an entry into a sweepstakes or
contest, or any suitable prize of some value (real, virtual, or
emotional) to a user.
[0084] In one embodiment, during the play of the game, the system
can identify certain demographics of the players and the commercial
content (and associated rewards) can be modified based on this
information. As described herein, such demographic information
(e.g., age, gender, zip code and other demographic related data)
can be acquired at the time of registration of the users. Thus, for
example, if some or all players are all determined to be 18 between
20 years of age, advertisements (and any associated rewards) can be
directed toward that demographic. Advertisements and/or links for
purchase of the songs that are involved during their games can also
be provided.
[0085] Advertisements can also be determined based on the music
that is played and/or searched. For example, if a user searches for
"Lady Gaga" in the search field, a prize, advertisement, or other
feature can be obtained by the user. This prize can be, for
example, a free download of a Lady Gaga song. Alternatively, a free
download (or other advertisement or prize) can be offered for songs
of another artist that has been deemed to be "a musician that
people who like Lady Gaga should like."
[0086] If a reward/prize is provided, the system can state, for
example, "Congratulations! You have won a free Lady Gaga MP3
Download. Click here to receive a free download of the song `Set Me
Free.`" The user can then clicks the proper button and a new screen
can open up that has related text and a commercial can play. Text
says that "download has commenced."
[0087] In some embodiments, the speed of the download can be
matched to the length of the commercial. Therefore, the duration of
the download can be substantially the same as the length of the
commercial, which can increase the percentage of users that
actually view the download. Also, the commercial screen can be
configured so that it cannot be closed or minimized during the
download without causing the download to cancel, a feature which
can be described in text so that the user does not mistakenly close
the commercial screen during the download period.
[0088] In other embodiments, CPE events can promote contest
entries, vouchers and the like, instead of or in addition to,
providing prizes and other rewards such as the download of free MP3
files.
[0089] Independent Music Features
[0090] Solo Game players or players in a group can also listen to
songs from unsigned musicians and rate the songs. The rating system
can vary. In one embodiment, for example, songs can be simply rated
good or bad. In other embodiments, ratings can be more complex. For
example, ratings can reflect performance, song writing, and sound
recording quality. These ratings can be on a variety of scales that
distinguish the quality of each category, such as Poor, Average,
Great, and Super. Other rating systems can be used, including those
based on ranking by adjectives (such as Poor, Average, Great, and
Super) or sequential-type ratings (e.g., 1-4, 1-10, A-F), or a
combination of adjectives and sequential ratings.
[0091] Ratings can be accumulated and recorded by the game system
at, for example, a central server. In this manner, the public can
function to rate unsigned music and identify those songs or artists
that are most popular with the public. This also allows for later
use of information about the artists who are identified as being
the most popular and/or talented. For example, artists whose songs
that have the best rating can be given the chance to engage in
other events for additional promotions which can provide the
artists with further beneficial exposure. Thus, the rating system
and use thereof can provide unsigned artists with the ability to
help promote their music.
[0092] In addition, artists who have the most ratings, the highest
ratings, etc., can be eligible for other prizes, incentives, and/or
awards based on these ratings. For example, weekly prizes can be
provided for the highest ranked new artist in each genre, thereby
providing artists with an incentive to participate in the system.
Winners of these prizes can be featured prominently on the website
to further promote their music.
[0093] Other prizes and incentives can also be provided to the
users that rate music. For example, prizes and incentives can be
provided for players that rate the most music. Additionally,
players in the process of rating music can get be entered into
drawings for prizes (instant or otherwise). If the prize is an
instant prize, a player may receive an instant notification of
having been selected to win a prize based on their participation in
the rating system.
[0094] In view of the many possible embodiments to which the
principles of the disclosed invention may be applied, it should be
recognized that the illustrated embodiments are only preferred
examples of the invention and should not be taken as limiting the
scope of the invention. Rather, the scope of the invention is
defined by the following claims. We therefore claim as our
invention all that comes within the scope and spirit of these
claims.
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