U.S. patent application number 13/794045 was filed with the patent office on 2017-05-11 for system for game play in an electronic environment.
The applicant listed for this patent is Gary Dawson, RANDALL M. KATZ. Invention is credited to Gary Dawson, RANDALL M. KATZ.
Application Number | 20170132868 13/794045 |
Document ID | / |
Family ID | 51488434 |
Filed Date | 2017-05-11 |
United States Patent
Application |
20170132868 |
Kind Code |
A9 |
KATZ; RANDALL M. ; et
al. |
May 11, 2017 |
SYSTEM FOR GAME PLAY IN AN ELECTRONIC ENVIRONMENT
Abstract
The inventions herein relate to novel games of chance and
apparatus and methods for their play. In certain embodiments, the
existing lottery infrastructure is used in conjunction with
electronic remote game play. A player receives a ticket
identification number (TIN), optionally via lottery game play, and
then plays an electronic game based upon the TIN. The remote system
contains information associated with the TIN, for example,
identification of which game will be played, and in a predetermined
context, whether the player is to win or lose, and if they win, the
form of the prize.
Inventors: |
KATZ; RANDALL M.; (Beverly
Hills, CA) ; Dawson; Gary; (Tarzana, CA) |
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Applicant: |
Name |
City |
State |
Country |
Type |
KATZ; RANDALL M.
Dawson; Gary |
Beverly Hills
Tarzana |
CA
CA |
US
US |
|
|
Prior
Publication: |
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Document Identifier |
Publication Date |
|
US 20140256394 A1 |
September 11, 2014 |
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|
Family ID: |
51488434 |
Appl. No.: |
13/794045 |
Filed: |
March 11, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10123861 |
Apr 15, 2002 |
8393946 |
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13794045 |
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09965620 |
Sep 26, 2001 |
6811484 |
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10123861 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G07F 17/3223 20130101;
G07F 17/3241 20130101; G07F 17/329 20130101; G07F 17/3211 20130101;
G07F 17/3258 20130101; G07F 17/3227 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32 |
Claims
1. A method for lottery game play for use with a lottery
scratch-off game and an electronic system for use by a user account
associated with a user identification comprising the steps of:
providing a scratch-off lottery game ticket having: (i) a first
ticket portion including at least an obscuring scratch-off portion
having a first direct monetary prize potential associated with the
lottery scratch-off game and (ii) a second ticket portion relating
to second game play using the electronic system, the ticket
providing a ticket identification number (TIN), the ticket
identification number correlating to game play at least in the
electronic system, the ticket further providing an electronic
address for accessing the electronic system, generating one or more
graphical user interfaces at the electronic address designated on
the second ticket portion, the graphical user interfaces including:
a region for entry of the ticket identification number, a region
for entry of a user identification, and a second form of user
verification information, verifying the ticket identification
number within the electronic system, awarding points to the user
account for game play on the electronic system, and generating a
display of game play for display with the electronic system.
2. The method for lottery game play of claim 1 wherein the second
ticket portion includes a scratch-off portion.
3. The method for lottery game play of claim 2 wherein the second
ticket portion includes one or more variable game play
parameters.
4. The method for lottery game play of claim 2 wherein the variable
game play parameter includes the identity of the game to be
played.
5. The method for lottery game play of claim 2 wherein the variable
game play parameter includes the prize amount.
6. The method for lottery game play of claim 2 wherein the variable
game play parameter includes the degree of difficulty of the game
to be played.
7. The method for lottery game play of claim 2 wherein the variable
game play parameter includes the amount of bonus for the game to be
played.
8. The method for lottery game play of claim 2 wherein the variable
game play parameter includes the level of game play at which play
will begin.
9. The method for lottery game play of claim 2 wherein the variable
game play parameter includes a form of advantage in game play.
10. The method for lottery game play of claim 2 wherein one of the
variable game play parameters includes the identity of the
game.
11. The method for lottery game play of claim 2 wherein one
variable game play parameter includes a multiplier.
12. The method for lottery game play of claim 2 wherein the game
play parameter of the form of the prize indicates a cash prize.
13. The method for lottery game play of claim 2 wherein the game
play parameter of the form of the prize indicates a prize of
points.
14. The method for lottery game play of claim 2 wherein the game
play parameter of the form of the prize indicates a prize of
goods.
15. The method for lottery game play of claim 2 wherein the game
play parameter of the form of the prize indicates a prize of
services.
16. The method for lottery game play of claim 2 wherein the
variable game play parameter is indicated by matching at least two
images within the second ticket portion.
17. The method for lottery game play of claim 1 wherein game play
in the second portion includes the potential for a win or a
loss.
18. The method for lottery game play of claim 1 further including
the step of registering the user for the electronic game
system.
19. The method for lottery game play of claim 18 wherein a
graphical user interface is provided for registering the user via
the electronic system at the electronic address.
20. The method for lottery game play of claim 18 wherein the player
registration is an on line registration system.
21. The method for lottery game play of claim 20 wherein the on
line registration system provides website access to the game play
server.
22. The method for lottery game play of claim 18 wherein a
registration page is at the electronic address at the website.
23. The method for lottery game play of claim 18 wherein the player
registration system is at a retail location.
24. The method for lottery game play of claim 18 further including
one or more association groupings enable games between multiple
players.
25. The method for lottery game play of claim 24 wherein the
association groupings are competitive game play pairings.
26. The method for lottery game play of claim 24 wherein the
association grouping is displayed in the form of a list.
27. The method for lottery game play of claim 1 further including
one or more buddy lists enable games between multiple players.
28. The method for lottery game play of claim 1 further including
opinion polls.
29. The method for lottery game play of claim 28 wherein the
opinion poll is based on opinions of multiple people.
30. The method for lottery game play of claim 1 further including
grouping of users based on geography.
31. The method for lottery game play of claim 1 wherein the game is
a multilevel game.
32. The method for lottery game play of claim 1 wherein winnings
are non-cash winnings.
33. The method for lottery game play of claim 32 wherein the
non-cash winning includes advancing to a next level.
34. The method for lottery game play of claim 32 wherein display of
game play includes a portion of the display with a first display
image followed by a second display image in the same portion of the
display.
35. The method for lottery game play of claim 1 wherein the first
display image is user selected.
36. The method for lottery game play of claim 1 further including a
survey.
37. The method for lottery game play of claim 1 wherein the points
may be used for further game play.
38. A method for electronic game play comprising the steps of:
providing a product having an identification number enabling
electronic game play, the product further including an electronic
address for accessing a remote server site for game play,
initiating electronic contact by the game player to the remote
server site, generating one or more graphical user interfaces at
the electronic address designated on the product, including at
least a region for entry of the product identification number,
receiving the identification number entered by a player at a remote
server site, verifying entitlement at the remote server site of the
identification number to engage in game play, storing at the remote
server site a positive indication of game play, and communicating
between a redemption location and the remote server site to obtain
a positive confirmation from the remote server site of electronic
game play prior to providing a prize associated with the
identification number.
39. The method for electronic game play of claim 38 wherein the
remote server site comprises an internet site.
40. The method for electronic game play of claim 38 wherein the
remote server site comprises a lottery server site.
41. The method for electronic game play of claim 38 wherein the
remote server site comprises a combined web site and a lottery
server site.
42. The method for electronic game play of claim 41 further
including a communication path between the web site and the lottery
server.
43. The method for electronic game play of claim 38 wherein the
product comprises a lottery ticket.
44. The method for electronic game play of claim 38 wherein the
product comprises a printed medium.
45. The method for electronic game play of claim 38 wherein the
identification number correlates to variable game play.
46. The method for electronic game play of claim 45 wherein the
variable game play includes identification of the prize.
47. The method for electronic game play of claim 46 wherein the
identification of the prize includes an indication of the monetary
amount of the prize.
48. The method for electronic game play of claim 46 wherein the
variable game play relates to the game to be played.
49. The method for electronic game play of claim 46 wherein the
variable game play relates to the degree of difficulty of the
game.
50. The method for electronic game play of claim 46 wherein the
variable game play relates to a bonus amount associated with the
identification number.
51. The method for electronic game play of claim 38 wherein a
promotional offer is made to the game player.
52. The method for electronic game play of claim 51 wherein the
promotional offer relates to a retail store where the product was
purchased.
53. The method for electronic game play of claim 51 wherein the
promotional offer relates to a retail store where the product was
redeemed.
54. The method for electronic game play of claim 51 wherein the
promotional offer comprises a discount.
55. The method for electronic game play of claim 51 wherein the
promotional offer comprises a free product.
56. The method for electronic game play of claim 51 wherein the
promotional offer comprises a free service.
57. The method for electronic game play of claim 51 wherein the
promotional offer is conveyed to the player electronically.
58. The method for electronic game play of claim 38 wherein the
player communicates with the remote server site through a wireless
link.
59. The method for electronic game play of claim 38 wherein the
player communicates with the remote server site through a wired
link.
60. A system for enhanced lottery game play adapted to couple one
or more geographically remote on-line retail vendor vending units
to the system and to couple one or more geographically remote users
utilizing electronic communication devices over a public
communications network, including: a lottery processor, a first
communication input adapted to couple the one or more remote
on-line retail vendor vending units with the lottery processor, a
second communication input adapted to couple communications between
the one or more remote users utilizing electronic communications
devices with the lottery processor, a game processor, the game
processor being coupled to the lottery processor, the game
processor functioning at least to provide a graphical user
interface for the users of the electronic, communications path
associated with the second communication input, a random event
generator, and a database, the database storing at least
information on identification numbers associated with lottery game
play including the outcome of the game.
61. The system for enhanced lottery game play of claim 60 further
including a real time lottery information link to the processing
system.
62. The system for enhanced lottery game play of claim 60 wherein
the game processor generates a graphical user interface for online
registration or users.
63. The system for enhanced lottery game play of claim 60 wherein
the electronic communications device is a wireless device.
64. The system for enhanced lottery game play of claim 60 wherein
the wireless device is a wireless display enabled device.
65. The system for enhanced lottery game play of claim 64 wherein
the wireless display enabled device is a cell phone.
66. The system for enhanced lottery game play of claim 64 wherein
the wireless display enabled device is a personal digital
assistant.
67. The system for enhanced lottery game play of claim 64 wherein
the wireless display enabled device displays dynamic images.
68. The system for enhanced lottery game play of claim 60 wherein
the lottery server is accessed by one or more wireless
communication paths.
69. The system for enhanced lottery game play of claim 60 wherein
the lottery server is accessed by one or more wired communication
paths.
70. The system for enhanced lottery game play of claim 60 wherein
the lottery server is accessed at least by the internet.
71. The system for enhanced lottery game play of claim 60 wherein
the lottery server is accessed by both a wireless communication
path and a wired communication path.
72. The system for enhanced lottery game play of claim 60 wherein
the system interfaces with an interactive television.
73. The system for enhanced lottery game play of claim 60 wherein
the lottery server is accessed by an on-line communication path and
a cable network.
74. The system for enhanced lottery game play of claim 60 wherein
the lottery server and game server reside on the same computer.
Description
PRIORITY CLAIM AND RELATED CASES
[0001] This application is a divisional of U.S. patent application
Ser. No. 10/123,861, filed Apr. 15, 2002, issued as U.S. Pat. No.
8,393,946 on Mar. 12, 2013, which is a continuation-in-part of U.S.
patent application Ser. No. 09/965,620, filed Sep. 26, 001, issued
as U.S. Pat. No. 6,811,484 on Nov. 2, 2004. This application is
also related to application Ser. No. 09/672,179, filed Sep. 27,
2000 and application Ser. No. 09/585,987, filed Jun. 2, 2000, which
are all hereby expressly incorporated by reference in their
entirety as if fully set forth herein.
FIELD OF THE INVENTION
[0002] These inventions relate to methods, an apparatus for their
implementation, of unique player participation games, and for
improved methods of play for games of chance. More particularly,
these inventions relate to new and improved games involving player
participation in a broadcast medium, such as television, and in
other communication media, such as over the Internet or other
communications network.
BACKGROUND OF THE INVENTION
[0003] Player participation games fall broadly under the categories
of games of chance and games of skill. One of the main forms of
games of chance is lotteries, which by definition, involve the
three elements of: 1) prize, 2) chance and 3) consideration. If
these three elements are present, then the game is considered to be
a lottery, and is typically then run by a governmental entity. In
the United States, lotteries are typically run by the individual
states, or collectively by a group of states. In other countries,
it is typically the national government that runs the lottery.
Countries and states attempt to strictly limit the game play to
their geographic boundaries. For example in Austria, while
electronic access to the game may be available over the Internet,
or in order to play, the person must have a bank account in Austria
and be able to navigate the non-english menu.
[0004] Games have been conducted in any of a number of formats.
Certainly, live, in person games have been performed. Yet other
games have been played and broadcast over a broadcast medium, such
as radio or television. Yet other games have been played through
active communication media, such as the telephone, or over a
communication network such as the Internet.
[0005] Various attempts have been made to provide game play over
the Internet. By way of example, the game show Jeopardy has been
placed on the web at http://www.sony.com.
[0006] Various other attempts have been made to extend the general
concept of gambling to broad communication media, such as the
Internet. For example, U.S. Pat. No. 5,800,268 entitled, "Method of
Participating in a Live Casino Game from a Remote Location" has
been asserted in a litigation in against an off shore corporation.
The '268 patent discloses a system in which a player may
participate in a live casino game from a location remote from the
casino. A player interface station, such as a computer terminal or
other special input device, is connected by a communication line to
the casino. A second communication line is established from the
casino to the player's financial institution. The player is
presented with an image of an actual "live" game. The player then
participates directly as if they were physically present at the
casino. A wager is cleared with the player's financial institution
to insure adequate resources to cover the bet.
[0007] U.S. Pat. No. 4,845,739 to Ronald A. Katz is entitled,
"Telephonic--Interface Statistical Analysis System". The patent
describes various operating formats, including a format to be
performed in association with television media. Specifically, in
one embodiment, a real-time format is provided in which television
viewers participate on a real-time basis in a game show for prizes.
Expanded audience participation is achieved, Various levels of
qualification are provided, such as for a child's television game
format is utilized, parental clearance may be required. The use of
personal identification numbers (pin numbers) is disclosed. In one
implementation, the caller is prompted to identify which of the
actual studio of audience participants the caller will be aligned
with. Additionally, the caller may be instructed to indicate the
extent of a wager. As the game progresses, the individual player's
accounts are credited or debited, thereby providing on-going
accounting data. In yet another implementation, a non real-time
operation is provided. Such a show might involve a quiz for callers
based on their ability to perceive and remember occurrences within
the show. Pre-registration is optionally utilized. In this
implementation, a sequence or time clock would be utilized in order
to limit or control individual interfaces to a specific time or
geographic "window". In this way, the caller questions may be
utilized across various time zones without the caller having
obtained the question earlier than other callers within a given
time zone.
[0008] Berman, U.S. Pat. No. 5,108,115 discloses a game show and
method entitled "Interactive Game Show and Method for Achieving
Interactive Communication Therewith". An interactive communication
system is provided which permits individuals to electronically
select at least one possible outcome of a plurality of outcomes of
a future event. Successful contestants possibly share in a prize
which is associated with the event. A home audience of a televised
game show may electronically communicate a series of random numbers
using their touch tone telephone to participate in the show.
[0009] Recently, various governmental entities and trade
organization have addressed the issue of game play over the
Internet. Senator Kyl has introduced a bill which would preclude
the offering of Internet based gaming, though permitting states to
offer Internet gambling. Consideration has been given to requiring
that the states sponsored gaming be limited to an intranet, in an
effort to limit those participating to persons physically resident
within the states boundaries. Various international lottery
organizations have promoted similar restrictions, namely,
precluding the individuals offering of games of chance, and
reserving that option exclusively to the state.
[0010] Various lottery formats are known to the art. In one classic
format, a pre-determined number of tickets are provided with
certain printed matter, such as numbers or other indicia, where the
information is then obscured by a scratch off layer. By removing
the layer and revealing the underlying information, the ticket
holder may determine whether they have won or not. Various
extensions have been made to a "virtual" scratch off ticket where
no physical product is provided.
[0011] A conventional lottery proceeds as follows. First, a series
of numbers are selected, either by the player or by some automated
selection system, such as by computer. Upon the occurrence of a
pre-determined event, such as on a set date and time, numbers are
randomly chosen. Both mechanical methods, such as selection of
ping-pong balls bearing numeric designations, or electronic means
such as through a random number generator, may be utilized. The
selected numbers are then provided to the participants, such as
through a broadcast medium like newspapers, radio and television.
Finally, the holder or holders of winning the tickets then present
their ticket for payment.
[0012] In yet another aspect of game play, a typical television
presented game show lasts on the order of one half hour. Various
shorter foiwat games or shows have been utilized, for example, a
football based advertisement or game has been presented by IBM
during televised football games under the name "you make the call".
Yet other shorter version games have been presented over web TV or
on the game show network.
[0013] The television game show "Who Wants to be a Millionaire" is
believed to have originated in Britain, and has become extremely
popular in the United States. The game is a trivia game. While
being principally a game of skill, the nature of the questions, or
the contestants knowledge of the potential answers, makes the game
at times a guessing game or game of chance. The format consists of
one contestant and one host. The contestant is presented with a
question and four possible answers. If the contestant answers the
question correctly, they advance to a next level, each level being
associated with a higher monetary prize amount, which is roughly
twice the amount of the preceding level. A contestant is given
three "life lines": a "50/50" where in two incorrect answers are
removed, thereby leaving the correct answer and one incorrect
answer, the "phone a friend", wherein the contestant may call a
friend by telephone and solicit their response to the question,
subject to a 30 second time limit, and an "ask the audience" option
where the audience is polled regarding their view of the correct
answer to the question. Various safe levels are established, such
as at $1,000.00 such that the contestant would be awarded that
amount of money in the even that they fail to correctly answer a
question. Finally, after a question is posed, the contestant may
elect to discontinue play, and to receive that amount of money won
at the preceding level.
[0014] Various proposals have been made to extend the game play
experience, particularly in a scratch-off lottery environment. For
example, in Kaye, U.S. Pat. No. 5,569,082, entitled "Personal
Computer Lottery Game", methods and systems for playing a player
interactive lottery type game are described. A gaming piece, e.g.,
a printed card, computer memory, disk, contains a "Destiny Code"
which is an encrypted symbolic code signifying the outcome of the
particular game of chance to be played by the player. Game play
proceeds under computer processor control to reveal whether the
player has won, and if so, how much, or whether they have lost. The
Destiny Code itself contains the win/loss information, and if a
win, the amount. The outcome of the game is forced in that the
processor controls the outcome of the game of chance. For example,
if the Destiny Code indicates that the player is to win $75, the
system can match the prize to the game play such that the desired
outcome is achieved. If the predetermined outcome is a loss, the
game play will include selection of losing numbers. Computer game
play may be either local, such as at a stand alone terminal or
remote through an on-line service. When played in the on-line
environment, the Destiny Code is input by the player, and provides
the encrypted information regarding the win (and amount) floss
outcome. In certain instances, the player may select the form of
game to be played, e.g., a murder mystery, a horse race type game,
or various card games. In the online environment, the system can
store a Destiny Code and not allow the code to be played twice. A
history file may include various information, such as the number of
times the game medium was played, information about how many times
the particular player has played, information about different
habits of the player, and general information as to what has
transpired in the game. A winning game medium is somehow marked to
show that the particular Destiny Code has been played. Receipt of
prize money may be made at a local machine or at a redemption
location.
[0015] PCT Application No. WO 00/39761 in the name of Applicant
Ingenio, Filiale DeLoto-Quebec, Inc., entitled "Computer Gambling
Game". The game include a computer program to provide a sequence of
game states, which lead to a game outcome. A game seed is required
by the computer program to generate one of the sequences of the
games. Each game seed corresponds to one of the sequences of the
game states. An initiator code is required to begin game play, that
code being printed on an instant play lottery ticket or distributed
via a computer network. The computer program utilizes a look-up
table to retrieve the game seed corresponding to the initiator
code. Oberthur Gaming Technologies has an integrated package of
three lottery tickets and a compact disc which is sold through
authorized lottery retailers. The compact disc contains a program
having various games where entry of an access code is necessary to
begin game play. The compact disc permits creation of a password,
thereby providing limited access to the game. Winning tickets are
redeemed at an authorized lottery retailer. The lottery ticket
itself contains encoded information as to the win (and amount)/loss
status of the ticket in that the retailer can scan the ticket to
see if it is a winner.
[0016] Despite the wide spread participation in various forms of
game play, as well as the suggestions for implementing those games
on a mass communication network, such as through the telephone or
Internet, the possibility for new games, or improved game play
exists. In particular, there is a need for improved games of
chance, which provide excitement for the player, and optionally a
viewer audience.
SUMMARY OF THE INVENTION
[0017] This invention relates to methods and associated apparatus
for novel game play. In the preferred embodiment, the games are
game of chance,
[0018] In one of the instant inventions, a game is provided in
which the player must communicate electronically with a remote
location which contains the information as to whether a player will
win or lose the game, and if they win, the prize that they will
receive. In one implementation, a lottery game, such as a scratch
off lottery game, may include a unique access or Ticket
Identification Number (TIN). In order to determine whether the
player is a winner, the player must electronically access a remote
site. Modes of electronic addressing of the remote site include
internet access, cable access, or access through a conventional
communication network such as by a phone. The user is prompted to
enter the TIN number, which is used by the system to access memory
to determine whether the player has won or lost, and if they have
won, the prize for winning. Game play proceeds via the electronic
system in a way so as to ultimately inform the player as to whether
they have won or lost and if appropriate, as to their prize.
[0019] When implemented in conjunction with a lottery type game,
the system utilized consists of the lottery system, such as the
online terminals located at various vendor locations, and
additionally includes communication paths between the electronic
game play path, e.g., via the internet through website game play,
and its interaction with the lottery system and its associated
database. The lottery processing system may be separate from or
integrated with the servers and systems which permit electronic
game play. These servers or systems may access information, such as
ticket database information, financial data or lottery real-time
information.
[0020] By way of a more specific example, the lottery game may
comprise a conventional scratch-off type game, and include a second
or auxiliary game with the base game, such as by providing the two
games on a given lottery ticket. The second game includes at least
the provision of TIN number information for the player to
electronically access the game play system. Optionally, the second
game may include a scratch-off aspect on the same ticket which can
reveal variable information, such as whether the ticket will
entitle the holder to play the second game, e.g., where, for
example, two out of five numbers must match, the prize amount the
player will play for in the second game, or other variable factors
such as the game to be played or the degree of difficulty of the
game. The player enters their TIN number over the electronic
communication system, wherein turn the number is checked for
validity and entitlement for game play. Entitlement for game play
may include a determination of whether the TIN number has been
previously used. Assuming qualification and entitlement, the TIN
number is utilized by the system to look up in memory various
aspects about the game play, e.g., what game is to be played,
whether the player will win or lose, and the type of prize to be
awarded to winners. The system retains a record of TIN numbers
which have been played. Redemption of prizes may occur at the
authorized retail vendor locations equipped with the lottery
infrastructure. The vendor may positively confirm that the TIN
number has been played in the electronic game through use of the
lottery terminals and infrastructure. Payment of the prize amount
may be conditioned on receiving a positive indication that the TIN
number has been utilized in the electronic game play.
[0021] In yet another aspect of the invention, promotional
materials are provided in association with the electronic game
play. For example, the lottery system knows the identity of the
vendor of a batch of tickets, and may use that information to offer
a personalized coupon or promotion. The information regarding
coupons or promotions may be provided to the vendors check out and
scanning system so as to automatically apply the discount.
Optionally, frequent player's clubs may be utilized, such as where
points are rewarded for game play. Typically, such a club or system
requires player identification, and preferably includes a second
form of player identification, such as a code or their own personal
PIN number.
[0022] In one version, a game comprises the steps of randomly
selecting a target number from a first range of numbers having a
minimum and a maximum, e.g., from 20 to 50. The number may be
selected by the house, or by a player, or by an alternate method of
number selection. After presenting the indication of the target
number to the player, the player selects numbers from a second
range, having a minimum and a maximum, where the maximum is equal
to or less than 1/2 of the minimum of the first range. For example,
the second range may be from 1 through 10. The player elects
whether or not to draw another number from the second range. The
player continues to draw, and the total number of the various
graphical depictions being summed, until the player declines to
draw further. At that point, the system then draws repeatedly, and
randomly, from the second range. The player wins if the system
draws numbers which total in excess of the target number. The
system wins if the drawn numbers exceed the player's total.
Optionally, the system may provide an indication of the odds that
the player would go over the target with a subsequent draw. This
game is arbitrarily termed JACK-O.
[0023] In yet another game, arbitrarily termed POKO, the system
receives a buy-in from the player. Multiple indicia are randomly
selected from a predefined set, e.g., the numbers from 1 to 10. The
system may select a predefined number of numbers, such as 5
numbers. A graphical depiction of the randomly selected indicia are
displayed to the player. Optionally, the display may consist of a
depiction of a ball, such as the type of ball used in a lottery
drawing. Next, a second group of multiple indicia are randomly
selected from the predefined set. The number of indicia selected is
the same for both the player and the house or system. The first and
second sets of numbers are then compared under predefined sets of
rules to establish a winner. Payment is then provided to those
winning under the rules. By way of example, the system may define a
rule for an automatic winner where the player receives five of a
kind, e.g., five 7's. Other rules may be utilized, including those
from conventional games, such as Poker.
[0024] In yet another game format, a second or ancillary game is
played in parallel with a first or primary game. By way of example,
in association with a first game comprising a lottery number ball
draw, a second game may involve a selected player's guessing
whether the next ball draw will be of a higher or lower number, or
odd or even or the like. For example, during the real time ball
draw for a lottery, the improved game play would involve running a
parallel or ancillary game along with the ball draw. One
implementation would involve a first ball draw, followed then by
game play by a contestant such as predicting whether the next ball
drawn would be of a higher or lower number, or would be odd or
even.
[0025] In one implementation, the master of ceremonies would advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant. Optionally, this
game may be played through a quick pick format, or through an
online or other real time communication network format.
[0026] Yet another game format is arbitrarily termed The Zone. In
this game, a number is randomly selected from a first range of
numbers preferably having a minimum equal to the sum of the lowest
numbers to be drawn and a maximum equal to the sum of the highest
numbers to be drawn. The game proceeds with sequential drawing of
numbers until the player has a total of the draws approaching a
predefined zone away from the target number. For example, the
target zone may be numbers within 10 of the target. Payment amounts
are based upon the player's proximity to the target number,
preferably without going over the target number.
[0027] Yet another game is one played at a multiple number of
levels. At each level, the contestant is presented with multiple
options, such as a depiction of four uniquely labeled boxes,
amongst which the contestant may choose. The options would include
at least one positive outcome and at least one negative outcome. In
the case of four boxes, e.g., one could include a strike, two could
include a monetary amount, which may be either the same or
different and optionally, the fourth box could comprise a mystery
box, described below. The contestant selects, at random, one of the
options. If the option selected is one of the positive options,
such as a monetary amount, they proceed to the next level and the
winnings are added to the prior winnings total. If a negative
option is selected, such as a strike, in the preferred embodiment,
the level is reset and play continues at that level. Preferably,
the player is allowed a predetermined number of negative events,
such as three strikes, prior to discontinuing play.
[0028] The `mystery box` consists of a decision within a decision.
A first decision was to select that option, which then was revealed
as comprising a mystery box. The player is then given the option of
whether to reveal that option. The option within the mystery box
would include at least one positive result and at least one
negative result. In the preferred embodiment, there would be three
results possible with a mystery box, a positive result such as a
multiplier for the money, such as a doubler of the contestant'
prior winnings, an updating of the safe level for the player or an
additional monetary amount. Alternatively, other positive results
such as a free play or a reduction in the number of negative events
is possible. Preferably, the probability of a negative result from
the opening of the mystery box should be equal to the probability
of a negative event if the mystery box were not selected.
[0029] In yet another aspect, game play utilizes the real time data
compiled during a lottery ball draw. Most particularly, the data
regarding the number of potential lottery winners is utilized for
companion game play. The data may be used directly, such as where
the absolute number is guessed or by counting the number of times a
give digit appears, or indirectly, such as where the game
determines if a digit of the next number will be higher or lower
than the last. The data may be used as a secondary random number
generator.
[0030] The prizes at the various levels may be set as desired to
result in a predetermined pay out for the game. Optionally,
guaranteed low end prize structures (GLEPS) may require payment of
predetermined prize amounts, and possibly payment of a minimum
amount of a prize e.g., $500.00. The monetary spacing between
various levels may be set as desired, either as an arithmetic
progression or as a multiplicative progression, e.g., a substantial
doubling of the prize amount at every level. Optionally, when a
maximum game level is reached a jackpot or other proportionally
large prize may be awarded. If the jackpot is not won in a given
game, it may then roll over to a subsequent game. Alternative forms
of progressive play may be utilized.
[0031] In another aspect of this invention, game play in a first
game may require progression through a plurality of levels, leading
to game play on a second game for those who have reached the
maximum level on the first game. In one implementation, the maximum
prize level in the first game may be equal to the minimum prize
level in the second game.
[0032] Various modes of play are contemplated. In studio game play
may be utilized with a broadcast, either live or for taped replay.
Yet another mode of game play involves playing at a gaming venue,
such as where other games of chance, e.g., slot machines, are
played. Yet another venue may consist of game play by the player
from their hotel room in a venue which allows gambling. In yet
another mode of game play, a network, such as the internet, may be
utilized to permit game play, whether for a monetary amount or to
provide other points or indications of score. The game may be
played in any venue where not prohibited, whether on land or in an
airplane or ship, and may be played in any form of wired or
wireless environment, such as via hand-held web enabled
communication devices.
[0033] The game may be played by a single individual, or may be
played with multiple players. The multiple players may play against
one another, for scoring, or may merely play in parallel without
further interaction.
[0034] In yet another aspect, methods and apparatus are provided
for participating in on-line or other electronic access games,
especially lottery games played over a network, such as the
Internet. A player would obtain a lottery product, either
scratch-off or on-line directed to playing an electronic game, such
as a game on the Internet or played through a telecommunication
network, either wired or wireless. By utilizing the conventional
sales and distribution channels, the traditional safeguards
regarding sales of gaming tickets to under aged players can be
maintained. Having obtained the ticket containing a participation
number, the player may then enter that number electronically, which
would enable play for the amount of money purchased. Winnings may
be paid out by presenting the ticket to a retailer, who could
verify the winnings via a conventional on-line system. Optionally,
the ticket may contain variable information regarding the
electronic play, such as the amount to be won, the level of
difficulty of a game or what game could be played.
[0035] In yet another aspect, the games described herein may be
played either as a probability game or as a predetermined outcome
game. In the case of a probability game, the outcome is determined
based upon the actions of the player. In a predetermined outcome
scenario, the system has determined which ticket or tickets are
winners, or at what level the win will be paid, and the action of
the player has no impact on the outcome of the game play. While the
appearance of selection may still appear to be "random" to the
player, the system may select the required number or other indicia
in order to force the predetermined outcome.
[0036] Accordingly, it is an object of this invention to provide an
improved game of chance having a higher level of audience interest
and potential participation.
[0037] It is yet another object of this invention to provide for an
improved Internet game of chance.
[0038] It is yet a further object of this invention to provide for
enhanced modes of game play in association with existing forms of
game play.
BRIEF DESCRIPTION OF THE DRAWING
[0039] FIG. 1 shows a screen of the type particularly adapted for a
broadcast type format.
[0040] FIG. 2 is a flow chart showing options for game play.
[0041] FIG. 3 shows a perspective view of a casino type
apparatus.
[0042] FIG. 4 shows a lottery ticket for possible participation in
a feature broadcast game show.
[0043] FIG. 5 shows a perspective view of a scratch off
implementation of the game.
[0044] FIG. 6 shows graphical depictions of a lottery game termed
POKO.
[0045] FIG. 7 shows graphical depictions of a lottery game termed
Jack-O.
[0046] FIG. 8 shows graphical depictions of a lottery game termed
High-Low.
[0047] FIG. 9 shows graphical depictions of a lottery game termed
The Zone.
[0048] FIG. 10 shows graphical depictions of a lottery game in
miniature form.
[0049] FIG. 11 shows graphical depictions of a lottery game termed
On the Nose.
[0050] FIG. 12 shows graphical depiction of a game termed Blank
Check.
[0051] FIG. 13 shows a ticket containing a participation
number.
[0052] FIG. 14 shows a schematic diagram of an electronic system
for implementation of these games.
[0053] FIG. 15A shows a plan view of a lottery scratch-off ticket
having separate areas for a base lottery game and a second area for
a scratch-off game for entry into the electronically remote game
play system.
[0054] FIG. 15B shows an expanded view of the now exposed scratch
off portion of the game play for entry into the electronically
remote game play system.
[0055] FIG. 16 is a schematic and block diagram of a system for
implementation of the electronically remote game play.
[0056] FIG. 17 is a depiction of a graphical user interface for use
with the electronically remote game play system.
[0057] FIGS. 18A through 18E depict various potential data field
within the remote play system.
[0058] FIG. 19 shows a chronological flowchart for game play
requiring an affirmative indication of remote game play prior to
redemption of the player's prize.
[0059] FIG. 20 is a chronological flowchart of variable game
play.
DETAILED DESCRIPTION OF THE INVENTION
[0060] FIG. 1 is a view of one possible display for use in game
play. For example, the depiction may be of a portion of a broadcast
studio with associated game play, such as for television broadcast.
The display 10 may optionally include a logo or other word mark
region 12. The multiple options presented to the players may be
depicted as uniquely designated boxes 14. While shown as numbers in
FIG. 1, the designators for boxes 14 may be of any form, such as
letters, characters or other visual depictions. The display
preferably will include other functional aspects of the game. A
safe level display 16 displays that amount of money or points which
are guaranteed to the player in the event that they can no longer
continue with the game given that they have reached a predetermined
negative level. The total display 18 shows the total amount of
money, points, prizes (cash or non-cash) or other winnings
accumulated by the player. The strike display 220 shows a depiction
of the number of negative events, here strikes, which have
occurred. As shown, the display 10 contemplates three strikes in
the game. As shown, sub box 24 includes a "X" indicating one
strike.
[0061] Display region 26 shows the possible outcomes from the
selection of the mystery box or other denominated decision within a
decision. As shown in display 10, the outcomes of the mystery box
include a multiplier for the monetary amount previously won by the
player, here shown to be a multiplicative doubler of the monetary
amount (shown at 26a), or a negative result, such as a strike
(shown at 26b) or an updating of the safe level (as shown at
26c).
[0062] FIG. 2 is a flowchart of one implementation of the game
format. The game starts with start box 30. Level box 32 indicates
the multiple levels possible for game play. Game play begins at the
first level. The number of levels ends at the first level. The
number of levels may be chosen consistent with the expected pay out
and desired duration of the game. In a half-hour or full hour
broadcast format, 10 or 15 game levels may be desired. In contrast,
a sixty second or few minute game may only involve three, four or
five levels. Decision box 34 determines whether the maximum level J
has been reached, and if so, indicates that the jackpot 36 is to be
awarded. In the event that the jackpot is not awarded, it may be
rolled over for future games.
[0063] Returning now to the flowchart, the multiple options 40 are
displayed to the contestant. As shown in FIG. 1, the multiple
options could comprise four uniquely numbered boxes or squares. Any
form of display or random selection may be utilized. Thus, while
the term "display" is utilized, it should be construed in a manner
consistent with selecting, such as where an alternative random
selection method is utilized. One possible alternative is the ping
pong ball draw, such as where the balls are distinguishable and are
drawn by the machine. Yet another selection method could include a
computer generated selection, such as through the use of a random
number generator. Thus, the output of selection box 42 is a
determination of one of the various possible outcomes from that
election or selection.
[0064] As shown in FIG. 2, two positive options, positive option 1
44 and positive option 2 46 are shown. The positive options 44, 46
may represent a monetary amount, a point value or other financial
or prize information. In the preferred embodiment, the positive
options are of an equal amount, though they may be of differing
amounts or of differing types of prize.
[0065] The negative result box 50 may be of various types. In the
preferred embodiment, the negative result 50 may comprise a strike.
Preferably, the game is structured as to permit a predetermined
number of strikes, such as 3 strikes, prior to the player losing
the game. In such a system, the system would update the negative
result tally at box 52, and perform a comparison 54 of the totaled
number of negative events to the maximum number of negative events
allowed. If the comparison 54 indicates that the maximum number has
been reached, then program flow proceeds to box 74 where the player
is awarded the last existing safe level amount, or if no such safe
level amount exists, then whatever minimum prize is indicated
according to the rules. That minimum amount may be 0 or some other
guaranteed amount. Certain lottery systems require guaranteed
low-end prize structure (GLEPS) which guarantee a certain prize or
result for certain contestants.
[0066] The fourth option shown in FIG. 2 consists of the mystery
box 60. In the preferred embodiment, the competitor is given the
option at decision stage 62 whether to reveal the content of the
mystery box. If the player elects not to elect the content of the
mystery box, then play resumes at the same level with four boxes.
However, if the player elects to reveal the content at step 64, the
content may consist of a negative option 66, positive result 68 or
safe level update 70. In the event that the negative option 66 is
selected, the negative result is updated at box 52, with the player
indicated comparison step 54 being performed. Program operation is
the same as for the flow leading from the negative result box 50.
In the event that a positive result 68 occurs, the program flows to
box 48 for an update of the positive result. For example, if the
positive option 1 44 is a monetary amount, the monetary amount may
then be added to prior winnings, or alternatively may be the
entirety of the award which may be won.
[0067] If the safe level update box 70 is selected, the safe level
is updated at box 72. In this way, when the player has reached the
maximum number of events at box 54, the safe level amount 72 is
then provided. After the update of the positive result 48, and
optionally, an update of the safe level 72, program flow returns to
the level selection 32, at which time the next higher level is
selected.
[0068] In the preferred embodiment if the number of negative
results is less than the maximum number of negative results (box
54), then the decision flows to path A, which returns the player to
the decision to select among the available options 42. In the
preferred embodiment, when the player has received a strike at a
given level, the level is reset and played again. Alternatively, in
the event of a negative event, the negative event could be tallied
and the player advanced to the next level.
[0069] FIG. 3 shows a perspective view of a device for use at a
gambling or gaming venue. A housing 80 may include a display 82,
such as a CRT or flat panel display, on which is displayed the
multiple options 84. The other information or designations may be
as described in connection with FIG. 1 and FIG. 2. For example, the
display 82 may include a designator 86 for the amount the gamer is
playing for. A display 88 may visually depict the number of strikes
existing. A selection system 90, such as an array of buttons is
utilized for player input of the desired selection. However, any
mode or manner of input may be utilized. For example, a computer
mouse, voice detection system or other input mechanism permitting
the player to interface with the machine may be utilized consistent
with the goals and objects of this invention. The display may
include a depiction of the total amount then won, or comprising a
safe level. Optionally, a slot 94 for pay back of a player's
winnings may be provided. Alternatively, the payment format may be
of any various mode, such as if players based upon the use of
credit card information, the credit card may be provided with a
credit in the event that the player is a winner.
[0070] The displays of FIG. 1 and FIG. 3 may be of various types
and resolution. For example, certain of the displays may be in a
standard resolution format, whereas others may be in a high
resolution format. Certain of the displays may show a graphical
image, whether static or dynamic, and yet other displays may show
textual information. Combinations of any of the preceding, e.g.,
text on certain displays and high resolution dynamic images on
other displays, may be utilized.
[0071] In addition to visual displays, voice prompts may be
provided, such as where the contestant is prompted to enter
information or is otherwise cued to provide a responsive action.
Voice input to the system is also feasible.
[0072] FIG. 4 shows a ticket 100 having a front face and a back
face. The ticket 100 may include textual data such as state lottery
or may include other graphic indicia indicative of the game. In one
implementation, the lottery ticket 100 includes a means or
mechanism for the players to be selected for inclusion in a
broadcast in the underline game. A scratch off layer 106 is
deposited an operative portion of the ticket, which, when removed,
reveals images. As shown in FIG. 4, the scratch off layer has
already been removed from the left and center images, depicting the
television sets. Thus, if the player were to possess a card 100
that had three television sets, that may form the basis for their
participation in the broadcast game show, or to permit them to
participate in the selection process leading to the broadcast game.
By way of example, having a lottery ticket with three similar
images may permit the player to be entered into a drawing or other
selection mechanism for game play.
[0073] The images 104 and game play associated therewith may be in
addition to the game play of a lottery, such as designated by the
numbers 108. Thus, if a player purchases a ticket and receives
numbers 108, they may be additionally entitled to play the game
depicted by the graphics 104 for possible play on a future lottery
game show. In this way, interest in a future lottery game may be
created through game play on an existing lottery.
[0074] As shown, the ticket 100 optionally includes a bar code 112.
As shown, the bar code 112 is disposed on the backside of the
lottery ticket. The bar code 112 may be placed wherever desired. In
operation, the machine readable bar code may be utilized for
tracking or other monitoring purposes.
[0075] FIG. 5 shows a perspective view of a ticket or card 120
representing a scratch off version of the multilevel game. Card
stock or other substrate 120 has printed thereon an indication of
the various levels of the game 122, such as 1, 2, 3 . . . 15. The
player is presented with multiple regions 126 for scratch off. As
shown, the player having scratched off the first box at level 1
revealed a winning prize of $2.00 at level 2, the player selected
the second column, which results in a strike or X. At level 3, the
player revealed the right most scratch off, revealing a winning
number of $3.00. At level 4, an X was revealed in the third column.
At this point, the player has two strikes. The player has then
further elected at level 5 to reveal the scratch off in the first
column. Thus, at this stage, the player has $7.00 of revealed
winnings and two strikes. At this stage, the player could elect to
discontinue play. The ticket may then be brought to a redemption
center and receive the money in exchange for the ticket. In the
event that the player continued to reveal obscure information, and
that the predetermined number of negative events, such as 3
strikes, was reached, the ticket would become void and no
compensation would be provided.
[0076] The games of this invention may be adapted to an on-line
selection format, such as where a potential player purchases a
lottery or lotto ticket at a retail vending location. The player
may be prompted to provide their selection of numbers, such as
where they provide one of four numbers for each level. That
information may then be passed in an on-line manner to the lottery
system. Optionally, game play on the television or other broadcast
media may be used for game play by the viewing audience. For
example, the game play of successful game play at a given level may
be compared to the player's selections previously made through the
on-line process. Improved audience viewing levels of a game of
chance would result.
[0077] The game described herein may be played in any variety of
formats. For example, the game may be played in a 30 minute or 1
hour television broadcast type format. Alternatively, the game is
adaptable to a short, e.g., 60 second, format. Game play may be
done in a broadcast mode, such as through in studio participation,
either live or taped. Alternate modes may be utilized, such as in a
gaming or gambling establishment. Game play may be over a network,
such as the Internet or an Intranet. In an Internet game the player
may provide credit card information or otherwise have an account
with a monetary stake, and that amount may be increased or
decreased as the player wins or loses. Alternatively, instead of
money, the player may play for points.
[0078] Contestant selection may be done by any number of modes or
modalities. For example, as described in connection with FIG. 4, a
scratcher type ticket approach may be utilized. Alternatively, an
online ticket may be utilized wherein during the printing of the
play slip (to reflect the numbers either selected by the customer
or generated by a quick pick). In an alternative implementation,
Internet play, such as the high score may be utilized to select
future contestants. In yet another implementation, a real time
selection may be utilized, such as where a player is on the net and
is selected by the system for future game play.
[0079] FIG. 6 shows various graphical depictions relating to a
lottery game. The game is termed "POKO", but may be variously
named. In a first step, a player "buys in" to the game, either by
affirmatively providing a wager amount, or by accepting a preset
amount as a buy in. The acceptance may either be through an
affirmative act, such as through payment of an amount at an
in-store, on-line location, or through other forms of remote game
play, such as by clicking or otherwise accepting or entering an
amount into a computer or communications device, or merely through
acquiescence and continuing game play (especially where a
preexisting credit account or other ability to determine credit
worthiness is utilized).
[0080] After having received the player's buy-in, the system
randomly selects multiple indicia from a predefined set. In one
embodiment, the predefined set may comprise a set of numbers, such
as 1 through 10, and the number of indicia selected may be 5. As
shown in FIG. 6, the graphical indicia may constitute numbers,
further being depicted on an image of a ball, most preferably a
ping-pong type ball. In addition to, or in lieu of numbers,
graphical images may be utilized, including classic card images
including Ace, King, Queen and Jack. Since a physical card deck is
not utilized to select the multiple indicia, but rather, a random
selection is utilized, it is not possible for the player to "count
cards" in the game.
[0081] After the various indicia, e.g., a set of first numbers, is
selected, they are provided to the player in some graphical
depiction. The mode of presentation of the graphics may vary, and
the mode of presentation may be selected consistent with the
communication bandwidth available. For example, if the game is
played over a wireless device, especially one using a text
messaging service, such as SMS or equivalent service, the graphical
depiction may be merely of the number or other alpha numeric
character supported by the display set of the device. For example,
when playing POKO, the display may show 77777 indicating the
player's numbers, or may optionally also include the display for
the house. Characters may be displayed all at once or over some
period of time. In a relatively higher bandwidth environment, the
graphical depiction may constitute an image of the indicia, such as
a number, on a ball, such as a ping-pong ball. The indicia may be
displayed to the user on a screen, such as when the game is played
over a computer network (wired or wireless), or may be printed on
paper or other support media such as when a player purchases a
ticket from a business establishment utilizing an online ticket
dispensing system. Alternatively, the numbers may have been picked
beforehand, printed onto a support medium and obscured, such as
through the use of a scratch off layer.
[0082] The player now having received their numbers or indicia, the
game proceeds to the random selection of a second group of multiple
indicia from the same predefined set. Thus, in one embodiment, the
"house" (also variously referred to as the system or equivalent
terminology) would select an equal number of indicia, such as by
selecting five numbers. Preferably, the mode of display of the
second group of numbers is similar to the first. Thus, as shown in
FIG. 6, the ball indicia are utilized for both the first set of
numbers (the players) and a second set of numbers (the house).
Next, the first set of indicia and the second set are compared in
order to establish a winner under a predefined set of rules. As
shown in FIG. 6, a "POKO" may consist of all indicia being
identical, such as where five 7's are drawn. In relative order,
five of a kind would be four of a kind, which in turn would be a
full house, which in turn would be three of a kind, which in turn
would be two pairs, which in turn would be a single pair, which in
turn would beat a high ball. As shown in the graphic of FIG. 6, if
the player's hand consisted of a 9 4 9 9 9, and the dealer's hand
consisted of an 8 8 8 8 7, each player having four of a kind, the
player would win given that their number is higher.
[0083] Finally based upon the outcome of the winner determination,
payment is provided, as appropriate. In one implementation, any
POKO winner would share the overall jackpot. Other winning hands
may be paid out with a fixed amount. For example, those having five
a of a kind may receive $100, those having four of a kind receiving
a smaller amount, e.g., $50, and so on.
[0084] While the foregoing description utilize the winning hand
determination of poker as the defined set of rules, other existing
game rules may be utilized as desired. By utilizing a truly random
mechanism for selecting the indicia, the game becomes one of
chance, as opposed to having a component based upon skill. Further,
by utilizing a graphical depiction drawn from the conventional
images associated with a random draw in a lottery, the game
achieves more of a look and feel of a lottery, as opposed to a game
of skill.
[0085] While described, above, for one player, the game may be
expanded to an arbitrarily large number of players. When the game
is played in a real time environment, such as over the television
or other communication network (wired or wireless) the game may be
played at predetermined times. For example, the game may be played
every 15 minutes on the hour, once a day, etc. Optionally, a
portion of the collective monies being wagered may go into the pot.
In this way, there is the possibility of a carry-over amount, and
the possibility of a "lottery fever". In yet another aspect, the
game permits multiple purchases of entries. For example, a player
buying tickets at a retail establishment may purchase a first
ticket and only receive a "pair" of matching numbers. The player
may continue to purchase additional tickets until receiving one
that the player believes may be sufficiently valuable to have a
acceptable chance of success. Such an arrangement may be performed
either through a standard quick pick arrangement or via a scratch
off in contrast to a conventional lottery number selection scheme,
the player must be precluded from selecting their own numbers in
this game.
[0086] In yet another aspect, a push/pull system may be utilized.
In such a system, the main system initiates the contact with the
prospective players, such as by sending an SMS message or email.
The player may then elect to participate, or not. In the event that
the system provides information to the prospective player about
their possible numbers, then the system may require a variable
level of payment, such as where the system charges a first amount
if the player elects to pass, in a second, higher amount, if the
player elects to participate in the game.
[0087] FIG. 7 shows a depiction of a lottery game termed "JACK-O".
As shown in FIG. 7, a target number is randomly selected from a
first range of numbers. The range of numbers includes a minimum
number and a maximum number. For example, a typical range for the
target numbers would be from 20 to 50. The player or the "house"
(the system implementing the game) may select the target number. A
graphical indication of the target number is presented to the
player.
[0088] Next, a number is randomly selected for the player, where
the number is selected from a second range, the range having a
minimum and a maximum number. The maximum of the second range is
equal to or less than 1/2 of the minimum of the first range. By way
of example, if the second range is from 1 to 10, the first range is
at least 20. Game play continues by receiving an indication from
the player as to whether to draw again. If the player elects to do
so, a next randomly selected number from the second range is
presented to the user. The cumulative amount of the draws is
titled. This step is repeated either until the player declines to
draw further or the title exceeds the target number. In the event
that the player declines to draw, the system randomly selects
numbers from the second range, accumulating those numbers and
comparing the total to the player's accumulated total amount. The
winner is the one who has the highest total closest to or equal to,
but not exceeding, the target number.
[0089] In yet another aspect of this invention, the player may be
advised upon the option for a draw that there is a possibility
going over the target number. Further, the system may optionally
provide an indication of the odds of exceeding the target
number.
[0090] In one implementation, this game would be played in an
interactive mode. Computer or other communication access would
permit effective game play. Multiple players may play in parallel
against the house, with the display for the other players being
included upon all player's screens. While the main implementation
contemplated includes a graphical display, yet other forms of
conveying information to a player may be utilized, e.g., by
providing the information audibly to the player, such as via the
telephone or other speaker arrangement on a communications
device.
[0091] Various aspects of enhanced game play and novel game are
disclosed. In a first aspect, the game play method and system
provides for the playing or running of a parallel game or ancillary
game along with a first or primary game. For example, during the
real time ball draw for a lottery, the improved game play would
involve running a parallel or ancillary game along with the ball
draw. One implementation would involve a first ball draw, followed
then by game play by a contestant such as predicting whether the
next ball drawn would be of a higher or lower number, or would be
odd or even.
[0092] In one implementation, the master of ceremonies would advise
the player which of these options had a better probability of being
the outcome, thereby making the ancillary game more a game of
chance as opposed to a game of skill. Optionally, scoring may be
done, such as where one player or audience participant is scored or
ranked relative to another player or participant.
[0093] FIG. 8 shows a graphical depiction of a game termed "HIGH
LOW". The game is played along with a first lottery selection of a
series of randomly selected numbers. For example, the instant game
would be played in conjunction with a ball draw of six randomly
selected balls bearing unique numbers for purposes of a traditional
lottery game. The instant game then includes the step of receiving
an indication whether the second ball to be randomly drawn in the
base game will be higher or lower than the first draw. The player
may continue through the game so long as there prediction as to
higher or lower is correct.
[0094] In one implementation, the monetary award to the player may
be based upon the number drawn in the base lottery. For example, if
the first ball drawn in the lottery is 17, the potential prize
award amount could be some multiple thereof, such as $17,000.00. If
the next number drawn in the base lottery is 35, and the player as
guessed "higher", then the 35.times. the multiplier, e.g.,
$35,000.00, may be added to the prior total, raising the potential
winnings to $52,000.00.
[0095] The game may be played in real time, that is, simultaneously
with the base game, where the input mode permits essentially real
time input. For example, input via a computer system or other
communication system (wired or wireless) may be utilized.
Alternatively, the selection of high/low may be made prior to the
selection of the base numbers. The selection of the high/low may be
made affirmatively by the player or may be done by a quick pick
method. As shown in FIG. 8, a ticket may include an indication as
to when the base game will be played, e.g., Jun. 27, 2001, at 7:00
p.m. And indicates the series of high/low outcomes. By running this
game in parallel with the base lottery selection, viewer interest
in the base lottery drawing is prolonged. Optionally, yet another
option to win based on the full outcome of the base lottery
selection may be provided. For example, the total number of
"higher" ball draws may be rewarded. Alternatively, the final sum
of the various ball draws may be rewarded.
[0096] In addition to monetary awards, the result of the game play
may result in other opportunities or prizes. For example, the
winner of the corollary or ancillary game may be placed in a pool
for a drawing to be on a subsequent television or other broadcast
show, such as a subsequent base ball draw. Systems and software
currently exist, such as those supplied by Gtech, which permit the
real time monitoring of the number of players holding tickets or
participation interests which are still potential winners. In
connection with the high/low game, the system may also monitor in
real time the number of players of the high/low game who remain as
potential winners.
[0097] FIG. 9 shows a graphical depiction of a game entitled "The
Zone". The game is intended to be played in conjunction with a
lottery type ball draw, that is, a drawing involving a random
selection of a series of numbers. Typically, the series of numbers
for the ball draw is in the range from 1 to 49. The maximum total
of the numbers in the ball raw may be determined. Where the numbers
are sequential, summing of the six largest numbers (44 to 49) is
279. The minimum number (summing 1 through 6) is 21. The player
receives a randomly generated number. The number may be provided
through a quick pick scheme, through a scratch off of a preprinted
ticket, or by transmission of the selected number over a
communications network (wired or wireless).
[0098] The random selection of a series of numbers for the base
lottery then proceeds. The numbers for the base lottery are then
tallied. Prizes are assigned or awarded to players based upon a
schedule. For example, if the player's number equals the lottery
total, the maximum prize would be awarded, e.g., $100,000.00. If
the player's number is 1 away from, preferably 1 less than, the
lottery total, a lesser prize is awarded, e.g., $5,000.00. The
prize amounts continue to decrease as the difference between the
player's number and the lottery total increase. Optionally, no
further prizes are awarded once the difference between the player's
number and the lottery total exceeds a certain number, e.g., 10
away. In the preferred mode of play, prizes are awarded only to
those who have a player's number not exceeding the lottery
total.
[0099] FIG. 10 shows a graphic depiction of a game show format,
preferably played in a "miniature" format, namely, less than 10
minutes, more preferably less than 5 minutes and most preferably,
in 3 minutes or less. In order for a person to participate in the
show, home players may qualify to play via a communication path,
such as telephone, interne or other wired or wireless communication
device. Typically, a predetermined number of people will qualify to
play from home on the television show. Preferably, the on-air
participants are selected to ensure quality game play and
programming. The in-studio contestant is then asked a series of
"super match" questions against a clock as a stake setter. The
contestants are paid off for each correct answer they give, the
game optionally limiting pay-off for any 1, 2, 3 answers.
Contestants must answer the same as a contestant in order to remain
in the game. Players are eliminated if they do not provide the same
answer as the contestant. Optionally, at the end of the
predetermined time, the contestant may keep their money or try to
multiply it by a multiplier factor, e.g., 5 times. Out of the
remaining home players who have answered as the in-studio
contestant, a player will be picked, preferably at random. The
remote contestant then must match the player in a head-to-head
match.
[0100] FIG. 11 shows a graphical depiction of a game entitled "On
the Nose". In this game, the house draws a target number from a
universe of numbers, e.g., 20 to 50. One or more players draw
numbers from a universe from 1 to 10. Players attempt to hit the
target number on the nose without going over that number.
Optionally, the player may freeze, that is, decline further draws,
if they are within a predetermined amount from the target number.
For example, the predetermined number may be 1, such that if the
player is 1 away from the target number they may elect to freeze.
The system (house) then draws in an attempt to beat the players. If
the house hits the target exactly, the jackpot rolls over. The
house will continue to draw at least to within the same
predetermined distance from the target number as applies to the
player. While any number of pay-out schemes may be utilizes, one
preferred method is to share the jackpot amongst those hitting the
target number on the nose, and to give those players who were
within the predetermined distance from the target number an
incentive for future game play, such as a free game play or reduced
entry fee play.
[0101] Current lottery systems are often implemented in an
"on-line" environment. That is, the sale of a lottery ticket, and
the numbers corresponding to that ticket are, received by and
stored in the overall system prior to the actual drawing of the
lottery numbers. Thus, prior to the drawing of the lottery numbers,
the system may determine how many tickets have certain combinations
of numbers. That information may then be utilized for ancillary
game play or for another purpose, such as for a secondary, random
number generator. The following table provides exemplary numbers.
For example, if the #1 ball is 28, there may be 22,316,429 people
remaining. After the second bail draw of 15, there may be 6,562,156
remaining. The table then continues on through the sixth ball draw
whereupon only two people remain.
TABLE-US-00001 Ball Number # of Players with Numbers 1 28
22,316,429 2 15 6,562,156 3 9 171,025 4 25 3,790 5 49 83 6 31 2
[0102] The absolute number of players remaining may be utilized
directly. For example, either the absolute number may be utilized,
for example, is the number higher or lower than a predetermined
number, or some portion of the number may be used. For example, the
last digit may be compared to the prior last digit as to whether it
is higher or lower. For at least the first number of ball draws,
the last digit should be substantially random. In this way, a
secondary random number generator is provided. The data regarding
the number of players remaining may be used indirectly. For
example, the contestants may indicate the number of occurrences of
a given digit, such as the number of occurrences of a given digit,
such as the number of 9's in a given number. Thus, those who had
wagered that there would be one 9 in the number of players with the
given number would be winners as to ball draw #1. In this way, game
play is based upon the numbers of remaining players as determined
in substantially real time. In yet another mode of game play,
players may be awarded a certain amount of money for every
predetermined digit. For example, a player may select a 4 and then
for every 4 being revealed during the game, the contestant wins a
predetermined amount, e.g., $25,000.00 for each occurrence. Thus,
utilizing the data in the table above, the contestant would win
$25,000.00 after the first ball draw because of the occurrence of
one 4, but would not win further in this aspect as no further 4's
arose. Viewer interest in the underlying lottery draw may be
maintained as the players continue to potentially win through to
the end. Thus, even if the viewer has "lost" on the underlying
lottery, they may still be incentivized to watch where each new
ball draw generates an event which may lead to a further win. In
yet another implementation, the numerical data relating to the
number of players remaining may be categorized for the number of
draws which ended up with numbers that were odd or even.
[0103] FIG. 12 shows a graphical depiction of a game entitled
"Blank Check". A player is provided with a series of numbers,
typically five numbers, corresponding to a monetary amount. The
digits are randomly selected from the set from 0 to 9. In the
example of FIG. 9, the player amount is 84,334. The game proceeds
with a sequential random selection of numbers from the same range.
As shown in FIG. 9, the sequence of selected numbers is 84337. For
the first four digits, the player was still in the game.
[0104] In yet another aspect, the game play includes the use of
contestant game play to determine lottery numbers. For example, a
contestant may be blind folded or otherwise be made unable to see
various options. The person then selects from among the various
options as the means by which the random lottery numbers are drawn.
One example could comprise a blind folded contestant selecting
objects.
[0105] In yet another aspect, this invention relates to an
interstitial game show. Main or regular programming, such as is
broadcast on a given evening during prime time on a broadcast
network would additionally include multiple interspersed, typically
short, segments relating to game play. In the preferred embodiment,
the game play would be for a relatively short period of time, for
example, 1 to 2 minutes. For example, at 8:00 an initial round may
be played prior to the beginning of prime time programming. Normal
programming would then resume through the remainder of the 8:00
hour. At 9:00, a second short segment may be played. The play may
continue at later times, such as to culminate at a show at 11:00.
Preferably, the short segments would not necessarily be shown at a
predetermined or predeterminable time as far as the audience was
concerned. In that way, viewers who wish to see the progression of
the game segments would need to continue viewing that channel, or
at least, return to the channel fairly frequently. Optionally, the
game play may be progressive from one interstitial game segment to
another. Players may be presented with the option of stopping play
or continuing.
[0106] In yet another game format, the show would include a display
having an underlying image, with that image being at least
partially obscured by overlying image regions which differ from the
underlying image region. A contestant would be given a time limit
in which they would be presented with information relating to a
suggestion or a clue relating to an overlying image region, which
if the player responded correctly, would be removed so as to reveal
that portion of the underlying image which was below the overlying
image. The suggestion or clues may be related to the underlying
image or may merely be unrelated suggestions or clues with respect
to that particular overlying image region.
[0107] Yet another embodiment of game play provides for the
repurposing of an existing taped game show. The previously recorded
game show would be segmented into subsets of issues, for example,
presentation of questions or answers (as in the case of Jeopardy),
those issues would be presented to one or more players, a response
would be received from those players, and the answer would be
compared to the correct answer. Scoring would then rank players
relative to one another or to indicate the amount of the prize. In
yet another game play implementation, one or more contestants would
be presented with multiple images upon which predetermined data had
been assembled. For example, images of five actresses may be
presented to the player and the associated data would comprise
opinion polling information as to whom the audience thought was the
most attractive. The players would then play against each other to
eliminate the images which they believe do not correspond to the
most popular or number one response. The players would alternate
until one player remained. In a second round, individual play, as
opposed to play between contestants is utilized. Again, the player
attempts to eliminate those answers which were other than the most
popular answer of the audience.
[0108] In yet another aspect of enhanced game play, audience
participation via an interactive video display, such as a computer
connected over the Internet, or via an interactive television
arrangement, may participate in the program.
[0109] The advent of electronic access to games has raised the
serious issue of under-aged player participation. Controlling
access by under-age players accessing a game over the Internet or
other communication device, e.g., pager, cell phone, wireless
application protocol device, SMS device, etc., has proved to be
difficult. The inventive method and apparatus may be understood in
connection with FIG. 13. A ticket comprising cardstock or other
substrate or support media is provided with various printed matter.
For example, the ticket may identify the various game, such as a
lottery, and indicate that it is a lottery electronic access
ticket. The ticket would provide a participation number, such as a
pure numeric indication or alpha-numeric indication. Preferably,
the ticket would have an indication of its value or purchase price.
Optionally, date and time information may be provided. Having
purchased the ticket, the presumably age qualified bearer of the
ticket could then access the game, such as by addressing a website
or by otherwise communicating with the game location. The player
would be prompted or otherwise permitted to enter the participation
number, such as by typing or keying it in. Game play could then
proceed once the system had verified that the participation number
was a valid participation number. Optionally, where the ticket is
obtained from a retailer having an on-line ticket printing system,
the participation number could be activated only upon the actual
generation of the ticket bearing that number. If the participation
number is valid, and a monetary amount remains available to the
player, game play is permitted to proceed. The player is then
provided with an indication of whether they have won, and if so,
the amount. The monetary amount remaining on the card may be
updated, such as by deducting losses or crediting wins. Optionally,
the method includes the step of presenting the ticket bearing the
participation number to a physical retail location, which may then
access the system through its on-line connection, thereby verifying
that the game play associated with the participation number is to
be compensated.
[0110] In one aspect of this invention, the entertainment value of
the retail purchase may be increased. For example, the tickets may
contain variable information, either obscured or not obscured,
regarding the electronic play. In one aspect, the amount of prize
that the player can win could be presented. In the case of on-line
ticket distribution, this amount would not need to be obscured, but
would be obscured such as by a scratch-off strip in the case of a
preprinted ticket. Yet another variable which could be utilized
relates to the level of difficulty of game play. Yet another
variable could be an indication of which of a plurality of games
could be played by the player, e.g., POKO, LOTTO, The Zone,
etc.
[0111] FIG. 14 shows a schematic diagram of an overall system for
use in performance of the games described herein. A processor is
coupled to one or more player participating via an electronic
communication system. For example, a player may participate through
a wireless device, such as a cell phone, personal digital
assistant, pager, messaging system or any portable wireless unit.
Yet an alternative communication path may be through the
conventional wired telephone network. Communication may
alternatively be made through a cable network, such as where a
computer or interactive television is provided. User input would
typically be generated by a key pad, such as through a full sized
key board or through a smaller sized remote input unit. In yet
another mode, the Internet may be used as a communication path,
typically coupling to a computer having a communication device,
e.g., a modem, a microprocessor and associated storage.
[0112] The system also preferably includes a connection to a
physical vending location for providing tickets. Preferably, the
system includes an electronic communication between the system,
e.g., the processor, and a on-line retail vendor. Preferably, the
vendor possesses a ticket printing system which can print the
tickets based upon input from the processor. The processor in turn
potentially communicates with a number of databases. A ticket
database would contain at least information regarding the tickets
sold and the associated information (e.g., the numbers selected for
a lottery game, the amount of value associated with a ticket
purchased, the amount associated with a prize, information
regarding a game to be played or the level of difficulty of the
game). In order to permit real time game play, the system would
have a input path permitting entry of data from a live event, such
as a televised ball draw. Optionally, the system also couples to a
substantially real-time lottery information system, such as the
fast-track system whereby ancillary games based upon the fast-track
data may be played.
[0113] In yet another aspect of this invention, the previously
described games may be played either as probability games (where
the outcome of the game is determined based upon the actions of the
player) or as a predetermined game (where the "winning" status of a
particular game play is determined prior to the player's
participation or other game play). As described previously, the
game JACK-O was a probability game in that the user's election of
whether or not to draw was a factor in determining the outcome of
the game. JACK-O could be implemented as a predetermined win game.
The system would determine whether, and in what amount, the player
would win. The system could then force that outcome, such as by
presenting a certain number to the player based upon the ball draw.
Thus, while game play may appear "random" to the player, the system
would act in a manner so as to cause the predetermined outcome.
Optionally, game play may include steps which aid in achieving the
desired outcome, such as by requiring the player to draw when their
tally is within a predefined number (e.g., less than 5 away) from a
target number.
[0114] FIGS. 15A and 15B show representative examples of
scratch-off lottery tickets, FIG. 15A showing the overall ticket
including multiple obscured areas. The central obscured area may be
of a classic scratch-off lottery type ticket. The second
scratch-off region relates to the electronically remote game play
aspect of the system. FIG. 15B shows a blow-up of that portion,
after the ticket having been scratched. As shown, the ticket
includes variable information as to the potential prize amount for
which the player can play in the electronically remote system. As
shown, the $1,000.00 prize matches at two scratch-off locations,
and accordingly, the player would be entitled to play the
associated electronic game for that amount. The player is
instructed on the electronic contact information, here shown to be
an internet access via a website www.lottery.com. In one aspect,
the instant inventions relate to providing a lottery ticket which
contains variable information about a second or auxiliary game
beyond the base lottery game. The information may be variable as to
the prize amount, as shown in FIG. 15B, the form of the prize
(e.g., cash prize, points based prize, goods or services as a
prize), the amount of the prize, or some other factor such as a
multiplier of a prize amount. Another variable information
component may be identification of the game to be played. For
example, the scratch-off may reveal that the ticket holder is
entitled to play an electronic version of POKO, HIGH-LOW, etc. Yet
another variable component might constitute the degree of
difficulty of game play, the level of game play at which the player
can begin game play, and/or an indication of a bonus set of points
or other form of advantage in game play. While one or more of these
variable factors may be revealed through scratch-off of the lottery
ticket, they may also be revealed solely through the electronically
remote game play. For example, it may be revealed to the player
that they will be playing the POKO game electronically, that the
amount for which they are playing may not be revealed. Thus, in one
aspect, a lottery game is augmented by having an additional game
associated with it wherein at least one attribute of the second
game is variable, whether as to the prize, the game to the played
or the degree of difficulty of the game, all as stated
previously.
[0115] FIG. 16 is a schematic and block diagram of one version of
the system for implementing game play of the form described herein.
Original vending of the tickets may proceed through any number of
channels. For example, an online retail vendor unit 202 may be
utilized when a computer generated play slip is required. Such
systems may be utilized to enter a player selected number or for a
quick pick operation. In the case of a scratch-off product, an
online system is not necessarily required, as the vendor may merely
provide the physical product to the customer. Optionally, the
vending of the physical ticket product may be scanned or otherwise
notated by the vendor, and that information that the ticket has
been sold may be provided to the processing system to be described,
below. Alternatively, lottery kiosks may vend the tickets or other
computer generated play slip. As yet another alternative, the
purchase of the ticket may be made through the internet or other
electronic communication modality. As shown, the online retail
vendor location system may further include printers 204 and
scanning systems 206, such as a bar code scanning system. A
communication network 208 interfaces the various vendor locations
with the processing system 210. The processing system 210 may
include various functionalities, such as the play server 212 and
the lottery server 214. The play server 212 may be, for example, a
web server for hosting the website accessed by the player. The
lottery server 214 may be a separate server or computer which
interacts with the various vendor locations. While shown as
separate systems, the play server 212 and lottery server 214 may be
part of the same computer or computer system 210. The particular
form of implementation of the overall system may be varied as is
well known to those of ordinary skill in the art. As shown, the
play server 2112 interfaces with the lottery server 214 over a
communication path 216. The communication path 216 permits
bi-directional data flow, control flow and other signal flow
between the various functional parts of the computer system 210.
The computer system 210 may interface with lottery real time
information memory 220, such as being provided through the use of a
random event generator 222 or live ball draw 224. Financial data
memory 226 may contain various financial or accounting data on the
players. Finally, the ticket database 228 also interfaces with the
computer system 210. A bus 230 is shown interconnecting the various
memory components 220, 226 and 228, further coupling to the
computer system 210. The particular bus architecture may be varied
to meet the system requirements as are well known to those having
ordinary skill in the art. The contents of the various memory
systems 226 and 228 are described in greater detail in connection
with FIGS. 18A through E, 19 and 20.
[0116] The player may engage in the electronic game play through
any number of modes of entry. Computers 240 may access the system
via the internet 242 or other communications network. An
interactive TV system 246 may interface with the system 210 via a
cable network 248. A wireless display enabled device 250 may
communication with the system 210 through a communication network
252. Any form of electronic communication enabled device may be
utilized, whether wired or wireless, such as a cell phone, personal
digital assistant, pager, messaging system, wireless application
protocol (WAP) system, or other form of communication tool.
Preferably, the system includes a graphical display capability,
most preferably including the ability to display both static and
dynamic images, preferably at variable degrees of resolution,
ranging from low resolution to normal resolution to high
resolution. FIG. 16 includes a depiction of a conventional wire
line telephone 254 and a wireless phone 256 both communicating
through a telephone network 258 to the computer system 210. A
communication path 260 to the system 210 is provided for any other
form of communication device.
[0117] FIG. 17 shows a graphical depiction of a possible user
interface in an internet context. A field or region is provided
wherein the player can enter their ticket identification number. A
player may play even though not registered. However, a player may
desire to be a registered user so as to participate in additional
features or funtionalities, such as to participate in a frequent
player's club. Provision may be made in the interface to permit
registration online.
[0118] FIGS. 18A through E depict various types of data fields and
particular data which may be stored within the system, whether in
the computer system 210 or in one of the various databases or
memory systems, such as the financial data memory 226 or ticket
database 228. The depiction of particular data or data fields in a
given subfigure is not material, they have been separated for ease
of depiction in the figure.
[0119] A ticket identification number (TIN) would be provided on
the ticket possessed by the player. While the term ticket is
utilized here, it will be appreciated that any form of
communication of the identification number may be made, such as
where the identification number is otherwise printed on a piece of
paper, supplied through an electronic display or otherwise.
Additionally, while one implementation includes a lottery game as
the base game, the electronic remote game play of the instant
inventions may be utilized with the lottery game, or completely
independent of a lottery game. For example, a business wishing to
run a promotional game may provide players with identification
numbers for their use in the game sponsored by the business. Thus,
while the term ticket identification number will be utilized
herein, it will be appreciated that the identification number is
the information to be utilized, and that the reference to the
ticket merely references the medium on which the particular
identification number has been conveyed. As shown, the
identification numbers are provided sequentially, while they need
not be. The identification number may include encrypted information
or may be subject to an accuracy check, such a mod 10 check or
redundancy check.
[0120] The ticket identification number is then associated with one
or more other data elements regarding the game play or the player.
For example, in the event that variable game play as to the
particular game to be played forms a part of the system, the memory
would include an identification as to that game. As shown, the TIN
65432981 indicates that the HOT SEAT game will be played, whereas
the game JACKO will be played for someone entering the TIN
65432982. The system also contains information regarding the prize,
both in form whether monetary or non-monetary and the amount. In
the case of a predefined win situation, such as in a scratch-off,
the identity of the winning identification numbers is known prior
to the player receiving the ticket. After the game is played, the
player may optionally be provided with an authentication number
which confirms their game play. Optionally, the system may request
that the player confirm receipt of the acknowledgment number. Time
limits may optionally be imposed upon how long the identification
number remain available for play. As shown, certain of the
identification numbers are subject to a last date to play
limitation, whereas others are not so limited and are open. In yet
another optional aspect, game play through to a certain point may
be required in order to reveal the prize information.
[0121] FIG. 18B continues with further possible contents of the
memory. The vending merchant may be know, such as in the case of
vending of a lottery ticket where the lottery system knows which
TIN were sent to which merchant. A personalized retailer coupon
field may be provided, such as where a promotional or
cross-promotional offering is made by the system. A promotional or
cross-promotional system may include a personalized retailer
coupon, relating back to the vending location. For example, the
game play may result in generation of a display or printable coupon
which may be utilized at the vending location e.g., 7-11 as shown
in FIG. 18B. Alternatively, the system may provide a promotional
offer for another product or service, e.g., when you redeem your
coupon receive a free Coke (or a discount thereon). Optionally, the
coupon or discount may be provided electronically to the vendors
general merchandise scanning and check-out system such that when
the player goes to redeem their winnings and provides a TIN, the
discount may be automatically applied when scanning the
merchandise. Continuing with the example provided, if the TIN is
associated with a 30% discount on a six-pack of Coke, that
information may be provided electronically to the vendor check out
system and that discount applied automatically. In certain
applications, it may be desired to have a user identification and a
secondary form of identification such as a PIN number or password.
These may be utilized when higher levels of functionality such as a
frequent player's club are utilized. Additionally, such user
identification may permit the system to offer targeted discounts or
offers of services or other upsells.
[0122] As shown in FIG. 18C, an optional link to other games may be
provided. For example, if a player plays the lottery game, there
may be a promotional game at another site to which the player may
be linked. FIG. 18C continues with various additional data fields,
such as the date of play and time of play. In certain instances it
may be desirable to know the sequence number of contact of the game
player. Such information may be utilized where the game is
structured to entitle the first 1,000 plays to engage in certain
game play. The final data element of FIG. 18C shows the number of
plays allowed. Often times, a identification number may only be
used one time, but in certain other context, there may be the
desire to have a higher number of plays allowed.
[0123] FIG. 18D shows yet further data elements potential of use in
the system. Optionally, the system may contain citizenship
information. Various state and national lotteries are strict about
geographic participation in a lottery. Thus, for example, it is
often necessary for a potential player to establish a local
account, such as a local bank account, or possess certain
identification information such as a social security number or
other national identification number. Through a registration
process, either directly with the lottery, or via an authorized
vendor, or otherwise through online registration, the player may
become registered whereby they are confirmed to possess the
requisite citizenship or state or national contact to satisfy the
lottery requirements. Yet another data element may be the player's
email address or other electronic address. In certain instances, it
may be desirable to know the player's physical address, such as a
home or business address. Yet further data elements relate to the
frequent player aspect. One data field may indicate simply whether
the person is a frequent player, and if so, the number of points
they possess. As shown in FIG. 18E, the form of compensation, such
as cash, airline miles or further game play. FIGS. 19 and 20 now
describe certain functional aspects of possible game play in a
chronological flow chart manner. The left most column identifies an
action that would typically occur at an authorized retailer or
redemption location. The second column indicates an action of the
user or player in the remote electronic game play. The third column
identifies a contact with or action at the game play server. The
right hand column depicts an action or contact with the lottery
system. As described in connection with FIG. 16, the actions at the
game play server and the lottery system may be combined, such that
those functionalities may be performed in the other column, e.g.,
something listed in the game play server column may be performed in
the lottery system column and vice versa.
[0124] FIG. 19 shows a simplified flow diagram for game play where
affirmative game play on the electronic system is required prior to
redemption of the prize. A player would obtain a base game ticket
at an authorized retailer. The user or player would then enter the
identification number into the communication device, e.g., the
internet website. The game play server/lottery system would then
access the system memory to retrieve the stored information
associated with the identification data, such as to determine
whether the player wins or loses, and if they win, the amount and
form of their win. The system records would be updated to indicate
that game play occurred. The system would then provide the user
display with an indication of whether they had won or lost, and if
so, the amount. The player then would return to the authorized
redemption location and provide the ticket or some indication of
game play to the vendor. The vendor may then confirm the fact of
game play by querying the lottery system. Upon receipt of positive
confirmation of game play, the prize would be paid.
[0125] FIG. 20 shows a chronological flow for a electronic game
having a variable component. Initially, the player may obtain a
base game ticket from an authorized retailer. At this point, the
player may play the base game. If they win, they may elect at that
point to redeem their winnings. The secondary game play includes
provision of the identification number. The user would then
electronically provide the identification number to the game play
server/lottery system. The system would then access memory
utilizing the identification number to determine the variables
associated with that ticket identification number. Such variables
may include the prize amount, the game to be played and/or the
degree of difficulty as previously explained. The system database
may then be updated to indicate that the game had been played. The
variable information as to the game play is then utilized to
conduct game play in accordance with those variables. Ultimately,
the player may redeem their winnings at an authorized outlet.
[0126] After the game play is concluded, the player may be offered
a survey to fill out. Such surveys may be used to solicit personal
information which may be updated in the player's individual
records. Statistical processing of survey data or other game play
data may be compiled by the system. In yet another variation, game
play may be enabled between multiple players. Buddy lists or other
association groupings may be utilized to form competitive game play
pairings.
[0127] Although the foregoing invention has been described in some
detail by way of illustration and example for purposes of clarity
and understanding, it will be readily apparent to those of ordinary
skill in the art in light of the teachings of this invention that
certain changes and modifications may be made thereto without
departing from the spirit or scope of the appended claims.
* * * * *
References