U.S. patent application number 16/991884 was filed with the patent office on 2020-11-26 for system and method for promoting sales and increasing brand name recognition.
The applicant listed for this patent is Errol S. DORIS, SR.. Invention is credited to Errol S. DORIS, SR..
Application Number | 20200372532 16/991884 |
Document ID | / |
Family ID | 1000005016334 |
Filed Date | 2020-11-26 |
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United States Patent
Application |
20200372532 |
Kind Code |
A1 |
DORIS, SR.; Errol S. |
November 26, 2020 |
SYSTEM AND METHOD FOR PROMOTING SALES AND INCREASING BRAND NAME
RECOGNITION
Abstract
A method for promoting sales and increasing brand recognition is
described. The method includes selecting a brand name based on
customer purchases enumerated on a transaction receipt generated on
basis of transactions performed by a particular customer. The brand
name is then obfuscated. The customer is provided an application to
be used in conjunction with the obfuscated brand name to try and
complete the missing letters in the brand name. The customer is
rewarded with an incentive for uncovering the brand name and in
order to submit the solution the customer is obligated to provide
demographic information.
Inventors: |
DORIS, SR.; Errol S.;
(Countryside, IL) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
DORIS, SR.; Errol S. |
Countryside |
IL |
US |
|
|
Family ID: |
1000005016334 |
Appl. No.: |
16/991884 |
Filed: |
August 12, 2020 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15866996 |
Jan 10, 2018 |
10769652 |
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16991884 |
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14421229 |
Feb 12, 2015 |
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PCT/US14/26610 |
Mar 13, 2014 |
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15866996 |
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61781461 |
Mar 14, 2013 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06Q 30/0207
20130101 |
International
Class: |
G06Q 30/02 20060101
G06Q030/02 |
Claims
1. A system for promoting sales and increasing brand recognition
comprising: a customer game played by customers at checkout time
wherein said game comprises the customers guessing a brand name
presented on a receipt; and a management system operating on at
least one specially programmed computer for managing of said
customer game comprising: a retailer data store and interface
containing information about participating retailers; an advertiser
data store and interface containing information about participating
advertisers; wherein said advertiser data store includes advertiser
assigned codes wherein said advertiser assigned codes link customer
transactions to prize vouchers; a main data store and interface
wherein said main data store is used to generate and store vouchers
codes, set access preferences, access customer profiles and
limiting access to a Category Participating Sale System (CPSS).
2. The system of claim 1 wherein the CPSS allows registered
advertisers to view information about active games in the system
and number of active campaigns in the system.
3. The system of claim 1 wherein the CPSS allows advertisers to
select brands to use in games played by the customers of the
system.
4. The system of claim 3 wherein one of the games played by
customers replaces letters with brand names or logos.
5. The system of claim 1 wherein said advertiser data store and
interface includes a selection of a number of vouchers to be
redeemed by the customers playing the game.
6. The system of claim 1 wherein CPSS includes ability to customize
an alphabet block, assign cash values and other prizes, assign
puzzles and selecting participating brands for cross merchandising
promotions.
7. The system of claim 7 wherein CPSS includes a display of
assigned voucher codes, a datastore of advertisers, the number of
special alphabet blocks, and a total cost of vouchers.
8. The system of claim 1 wherein retailers monitor inventory and
performance of promotions by logging in to the retailer data store
and interface.
9. The system of claim 1 wherein advertisers monitor voucher code
use and performance of promotions by logging in to the main data
store and interface.
10. The system of claim 1 wherein data in the CPSS is used to
generate game boards and set cross merchandising promotions.
11. A method for promoting sales and increasing brand recognition
comprising: providing a customer game played by customers at
checkout time wherein said game comprises the customers guessing a
brand name presented on a receipt; and providing a management
system operating on at least one specially programmed computer for
managing of said customer game comprising: providing a retailer
data store and interface containing information about participating
retailers; providing an advertiser data store and interface
containing information about participating advertisers; wherein
said advertiser data store includes advertiser assigned codes
wherein said advertiser assigned codes link customer transactions
to prize vouchers; providing a main data store and interface
wherein said main data store is used to generate and store voucher
codes, set access preferences, access customer profiles and
limiting access to a Category Participating Sale System (CPSS).
12. The method of claim 11 wherein the CPSS allows registered
advertisers to view information about active games in the system
and number of active campaigns in the system.
13. The method of claim 11 wherein the CPSS allows advertisers to
select brands to use in games played by the customers of the
system.
14. The method of claim 13 wherein one of the games played by
customers replaces letters with brand names or logos.
15. The method of claim 11 wherein said main datastore and
interface includes a selection of the number of vouchers to be
redeemed by the customers playing the game.
16. The method of claim 11 wherein CPSS includes ability to
customize an alphabet block, assign cash values and other prizes,
assign puzzles and selecting participating brands for the cross
merchandising promotions.
17. The method of claim 16 wherein CPSS includes a display of
assigned voucher codes, a datastore of advertisers, the number of
special alphabet blocks, and a total cost of vouchers.
18. The method of claim 11 wherein retailers monitor inventory and
performance of promotions by logging in to the retailer data store
and interface.
19. The method of claim 11 wherein advertisers monitor voucher code
use and performance of promotions by logging in to the main data
store and interface.
20. The method of claim 11 wherein data in the CPSS is used to
generate game boards and set cross-merchandising promotions.
Description
PRIORITY
[0001] This application is a continuation of U.S. application Ser.
No. 15/866,996, filed Jan. 10, 2018, presently pending, which in
turn was a continuation in part of U.S. application Ser. No.
14/421,229, presently abandoned, which was a national filing of PCT
application PCT/US2014/026610 filed on Mar. 13, 2014, presently
expired, that claimed the benefits of U.S. Provisional Application
No. 61/781,461 filed on Mar. 14, 2013, presently expired, the
entirety each of which is incorporated herein by reference.
BACKGROUND OF THE INVENTION
1. Field of the Invention
[0002] This invention relates to a method for promoting brands at
point of sale scenarios, and more specifically, the invention uses
cash register receipts and coupons as promotion vehicles for
various well-known brand names.
2. Background of the Invention
[0003] Brick and mortar retailers process in excess of 45 billion
cash register transactions each year. There are more than 310,000
cash registers at these retailer locations in the United
States.
[0004] Millions of stock-keeping units (SKUs) vie for shelf space
in stores all over the world, all to expand brand recognition and,
therefore, sales. Retail chain stores average about 45,000 SKU's
per location. However, only so much space is available in a typical
brick and mortar retail outlets. The average Big Box retailer
stocks an inventory of between 90,000 and 120,000 items in
warehouses. These items are sold exclusively by the internet.
[0005] A need exists in the art for a vehicle to expand brand
exposure without a concomitant increase in the allocation of shelf
space. The vehicle should be visible to every purchaser visiting
brick and mortar establishments. The vehicle should also engage the
purchaser and ideally leverage that purchaser's penchant for
specific products.
SUMMARY OF INVENTION
[0006] An object of the invention is to provide cost-effective
brand exposure in brick and mortar establishments that may overcome
many of the disadvantages of the prior art.
[0007] Another object of the present invention to provide a method
for pre-selling revenue futures to retailers. A feature of the
invention is the use of cash register receipts to leverage a
purchaser's preference for specific products. An advantage of the
invention is that retailers share in advertising proceeds that are
generated when the cash register receipt is used as an advertising
vehicle.
[0008] Still another object of the present invention is increasing
advertising through purchaser incentives and participation. A
feature of the invention is using point of sale advertising
vehicles identifying buyer preferences to induce customers to
participate in a contest. An advantage of the invention is that
point of sale vendor support is provided in exchange for creating
an attractive audience for brand managers of those retail
outlets.
[0009] Yet another object of the present invention is to increase
the exposure of customer-preferred advertised brands by utilizing a
fast response customer experience via a smartphone and other
intelligent devices. To facilitate this use, the customer will
utilize an "app" linking to a web portal displaying a gameplay
incentive program that uses the brand names as features of the
gameplay.
[0010] Briefly, the invention provides a method for promoting sales
and increasing brand recognition, the method comprising selecting
brand names of products based on customer purchases enumerated on a
customer receipt, wherein a specific alpha-numeric sequence appears
on that receipt; obfuscating one of the said brand names on the
customer receipt to induce a customer to attempt to guess the one
of the said brand names; and determining if the customer guessed
correctly. Each winning is determined by the customer logging on to
a web portal and entering the special code displayed on the cash
register receipt.
[0011] Also provided is a brand-name promotional system, the system
comprising a means (e.g. a scanner) for recording customer
purchases at a retail outlet; means for categorizing product
classes based on the customer purchases; game piece generator for
printing indicia onto a customer receipt; wherein the indicia is an
obfuscated brand name found in the product classes; and means for
determining if a customer correctly guesses the brand name from the
indicia. The system also provides a method to retrieve the
customer's winning remotely, for example, via a web portal.
BRIEF DESCRIPTION OF DRAWING
[0012] The invention together with the above and other objects and
advantages, will be best understood from the following detailed
description of the preferred embodiment of the invention shown in
the accompanying drawings, wherein:
[0013] FIG. 1 depicts a flow chart showing a summary of one
embodiment of the system, showing player, controller, advertiser,
and retailer functions;
[0014] FIG. 2A depicts an embodiment of static paper receipt from a
retailer per one embodiment of the invention;
[0015] FIG. 2B depicts a sample of a digital receipt from a
retailer per one embodiment of the invention;
[0016] FIG. 3 depicts a sample screen pursuant to one embodiment of
the invention;
[0017] FIG. 4 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0018] FIG. 5 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0019] FIG. 6 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0020] FIG. 7 depicts example vouchers used in conjunction with one
embodiment of the invention;
[0021] FIG. 8 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0022] FIG. 9 depicts a sample interface for one embodiment of the
invention;
[0023] FIG. 10 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0024] FIG. 11 depicts stages of gameplay of one embodiment of the
invention;
[0025] FIG. 12 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0026] FIG. 13 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0027] FIG. 14 depicts an example interface, per one embodiment of
the invention;
[0028] FIG. 15 depicts further example interfaces, per one
embodiment of the invention;
[0029] FIG. 16 depicts an example interface, per one embodiment of
the invention;
[0030] FIG. 17 depicts an example interface, per one embodiment of
the invention;
[0031] FIG. 18 depicts an example interface, per one embodiment of
the invention;
[0032] FIG. 19 depicts an example interface, per one embodiment of
the invention;
[0033] FIG. 20 depicts an example interface, per one embodiment of
the invention;
[0034] FIG. 21 depicts a flow chart of operations of one aspect of
one embodiment of the invention;
[0035] FIG. 22 depicts a flow chart of operations of one aspect of
one embodiment of the invention; and
[0036] FIG. 23 depicts a flow chart of operations of one aspect of
one embodiment of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0037] The foregoing summary, as well as the following detailed
description of certain embodiments of the present invention, will
be better understood when read in conjunction with the appended
drawings.
[0038] To the extent that the figures illustrate diagrams of the
functional blocks of various embodiments, the functional blocks are
not necessarily indicative of the division between hardware
circuitry. Thus, for example, one or more of the functional blocks
(e.g. processors or memories) may be implemented in a single piece
of hardware (e.g., a general-purpose signal processor or a block of
random-access memory, hard disk or the like). Similarly, the
programs may be stand-alone programs, may be incorporated as
subroutines in an operating system, may be functions in an
installed software package, and the like. It should be understood
that the various embodiments are not limited to the arrangements
and instrumentality shown in the drawings.
[0039] As used herein, an element or step recited in the singular
and preceded with the word "a" or "an" should be understood as not
excluding plural said elements or steps, unless such exclusion is
explicitly stated. Furthermore, references to "one embodiment" of
the present invention are not intended to be interpreted as
excluding the existence of additional embodiments that also
incorporate the recited features. Moreover, unless explicitly
stated to the contrary, embodiments "comprising" or "having" an
element or a plurality of elements having a particular property may
include additional such elements not having that property.
[0040] The invented method controls the promotion of various
products. The method provides a means for revenue building for
retailers from their existing vendor bases. A cornerstone of the
method is to induce cash receipt holders (i.e., purchasers of
goods) to utilize the cash receipt as a game piece. An exemplary
inducement is to associate the cash receipt with a popular board
game. In an embodiment of the method, the cash receipt displays the
board game name in its familiar logotype.
[0041] Retail outlets are suitable venues for practicing the
method. Exemplary retailer types include home improvement stores,
supermarkets, grocery stores, pharmacies, general stores,
electronic stores, computer stores, variety of goods stores,
department stores, and club membership stores. In 2012, these
retailers executed more than 45 billion cash transactions at over
47,000 locations, each with an average of nine point-of-sale (POS)
cash registers or terminals.
[0042] FIG. 1 is a schematic depiction of the invented method, the
method designated as numeral 10. A first step in the method is to
produce a cash register receipt with printed indicia 12. In one
embodiment, the indicia will be specific for the purchaser's type
of goods bought. In another embodiment, the indicia will have no
bearing on any of the current goods purchased and will not be based
on the class of goods just purchased. However, in another
embodiment, indicia is specific to the type of store where the
receipt was printed, and in other embodiments, the "class" of goods
will be reflected in the indicia. For example, in the use of this
embodiment in a supermarket setting, there are three classes: (a)
food/beverage (b) health & beauty (c) household. The home
improvement store uses three exemplary classes as well (a) tools
(b) hardware (c) appliances. Typically, with a promotional coupon
program, no one provides incentive at the point of sale with
immediate savings, the coupon provider incentivizes the customer to
make a return store visit that day, or another day, or online, to
purchase the items promoted.
[0043] Aside from the standard printed data on the receipt, such as
items bought, price, tax, return policies, etc., the receipt will
include two unique additions that transform it into a game piece.
First, the receipt will have an obfuscated version of a brand name
the purchaser has seen before. In an embodiment of the invention,
the brand name is selected based on the database established for
that particular purchaser. In another embodiment of the invention,
both the retailer and the advertiser are responsible for populating
the database.
[0044] Second, the receipt will also have a number string, word
string, or an alpha-numeric string 14. Ostensibly, this second
indicia will allow purchasers access to a website to check their
winnings when they have attempted guessing the brand name from the
obfuscated version of the brand name on their cash receipt.
However, the second indicia will, just as importantly, originate
from a plurality of unique identifier strings associated with a
brand name guessing game, for example, the Brandoodles.RTM. board
game. The board games come in both virtual and hardcopy form.
Virtual ones allow the board game to be structured toward the
individual purchaser's buying preferences and the database of that
purchaser's repeated purchases and visitations to the website.
[0045] Generally, the game is developed in different media forms.
For example, as an embodiment in a board game such as
Brandoodles.RTM., which is owned by BELCOM CORP. of Chicago, Ill.,
and comprises a brand name guessing game.
[0046] Another embodiment comprises a television game show. In this
embodiment, the audience utilizes a smartphone or intelligent
device to participate onsite or remotely from the show venue.
[0047] Yet another embodiment is an online version of a well-known
board game, such as Brandoodles.RTM.. A multi-faceted web portal
hosts the player access portal. Retrieval of winnings occurs by
means of coupons or codes based on historical data maintained by
advertisers and retailers. That data is retrieved and applied to
the on-line interaction via a standard data link. The database of
advertised products is further determined and modified as part of
the progression of the game.
[0048] FIGS. 2A and B are schematic diagrams of exemplary cash
register receipt/game pieces 12. A top portion 16 contains typical
purchase details and return policy details. A bottom portion 18 of
the cash register receipt 12 contains the aforementioned two unique
additions which transform the receipt into the game piece. The
first game piece contains the obfuscated brand name 13. In the
example depicted in FIG. 2A, the brand name is MAKITA CORDLESS
DRILL, and therefore an appropriate genre for the type of store
(e.g., a food store) which generates the particular cash register
receipt or another type of transaction receipt or another form of
proof of purchase. FIG. 2B contains the obfuscated brand name 13
MAKITA CORDLESS DRILL, which would be appropriate for any type of
shopper, in any type of store establishment that generates such a
cash register receipt or another form of proof of purchase such as
a digital order confirmation. The functions responsible for the
receipt/game pieces 12 are depicted as the system 39, described in
detail below.
[0049] The second edition is the aforementioned number string, word
string or alpha-numeric string 14. The specific alpha-numeric
string depicted (6H378X) is for illustrative purposes only and not
intended to limit the invention to this symbol sequence. In one
embodiment, the system employs commercially available software to
generate millions of randomly generated strings. The association of
the alpha-numeric string and Brandoodles.RTM. is based on (a) the
assignment of select alphanumeric codes that is assigned a specific
value by an administrator account, such as
administrator@brandoodles.com in one embodiment and (b) the
pre-sale of a bucket of codes being sold by the
administrator@brandoodles.com to the advertiser and/or the retailer
for the purpose of participation. The codes can be generated using
a string generation software, such as an online string generator
found in several locations such as at the sweepjudge.com string
generator, the source code of which is attached hereto as Appendix
B.
[0050] In operation, a game administrator (e.g., a licensee of the
invented process) charges advertisers (e.g., brand managers) a fee
to advertise their brand name on a cash register as a receipt or
digital proof of purchase. The retail outlet is charged a few
hundreds of a U.S. cent as a "click charge" to access this revenue
generator. The retailers agree to use the face of their proof of
purchase system as a portal to the process. The retailers and brand
managers make product selections and determine the number of stores
involved and the duration of involvement.
[0051] The game administrator manages the pre-sells (e.g., the
aforementioned click charges) and generates the random numbers 14
appearing on the cash register receipts. A method for transferring
the random numbers is for the administrator to load them into the
retailer- or brand manager's headquarter-database.
[0052] The game administrator then converts the pre-sold number 14
to gameplay. Winning numbers are preselected. In an embodiment of
the invention, a brand manager pre-selects groups of the winning
numbers according to an algorithm that generates the numbers
according to the odds of winning. In this case, everyone becomes a
winner. For example, if 1000 products are preselected to be
displayed, the odds shall be designated according to a discounting
process, given the distribution sample as follows:
TABLE-US-00001 30 50 70 90 110 130 150 170 200 wins wins wins wins
wins wins wins wins wins 90% 80% 70% 60% 50% 40% 30% 20% 10%
[0053] Therefore, if a Retailer sold a product for $20, 30 wins at
a 90% discount would be $18 off the price at which the buyer would
only pay $2. The Buyer would receive a retrieval code with a value
of $18 at redemption. Likewise, 200 wins at a 10% discount, the
Buyer would receive a discount of $2 off the price at which the
buyer would pay $18 at redemption.
[0054] Hence, if the Seller is an Automotive Dealer selling a
big-ticket item such as a Chevrolet Cruze with a list price of
$17,130, the administrator has the option to change the algorithm
according to the expected giveaway value, as follows:
TABLE-US-00002 3 5 7 15 30 40 200 300 400 wins wins wins wins wins
wins wins wins wins 90% 80% 70% 60% 50% 40% 30% 20% 10%
[0055] In this case, 3 wins at a 90% discount would save $15,417,
and 400 wins at a 10% discount would save $1,730, which would be
redeemed with a code at the time of purchase.
[0056] When reconciled by the winner shopper, the winner is linked
to the administrator's website, which in turn notifies the retailer
and/or brand manager of the existence of the winner. Auditing
procedures are established to confirm winner versus loser rates. In
one embodiment, the exclusive game administrator is
administrator@brandoodles.com. In another embodiment of the
invention, both the administrator's website and the retailer's
website (and perhaps the brand manager's website) are notified of
the existence of a winner.
[0057] The invented method and system for promoting brand names is
based on an incentive. Retail outlet customers are induced to play
the game embodied on their cash receipt/game piece when they see a
well-known logo of a brand name guessing game.
[0058] Retailers are induced to participate in the invented method
and system inasmuch as some of the advertising proceeds are
funneled back to the retail outlets.
Example
[0059] Users of the invention can access commercially available
copies of the Brandoodles.RTM. game system, or similar system at
several game stores or outlets via a web search or physical search
of "big box" retail locations. For example, the latest electronic
form of an embodiment of the invention can be found online. The
source code of the splash screen (FIG. 3) of this web-based
embodiment is included below as Appendix A. The screen features a
plurality of play toggles 31-36 the toggles designed to actuate the
game. A panel 35 of letters is provided to allow the user to try
and guess the letters associated with the brand name depicted.
[0060] The Player's board is an interactive platform that will
generate hash algorithm applications of alpha characters based on a
random generator with a fixed or variable value. The fixed value
may be 26--representing the number of letters in the English
alphabet. The fixed value may be 30--representing the number of
letters in the Spanish alphabet. The fixed value may be variable
with different languages with additional subsets of characters.
Hence, If the brand in question being used is designated as having
four words, a brand example may be: TROPICANA PREMIUM ORANGE JUICE.
This brand possesses 4 words with 30 characters; the game piece
generator may produce a possible (26).sup.4 power or a possible
randomization of 456,976 combinations of words revealed on each
surface that the game is being played, such as the Actual Final
Result shown:
TABLE-US-00003 T R O P I C A N A P R E M I U M O R A N G E J U I C
E
[0061] The Random Generator would show each result differently, as
shown on each surface, such as:
TABLE-US-00004 T O I C N A R M U M O R N E I C E
[0062] And again in every instance as shown here:
TABLE-US-00005 T O P A A P E I U M O A G E J U C
[0063] The uniqueness of this generation is that no two game sets
will appear alike on any surface of the smartphone, computer, or
another intelligent device, hence, the randomization will also
apply to the output on every cash register receipt as
different.
Overview of Operation
[0064] Turning to FIG. 4, depicted therein is an overview of the
details of the operation of one embodiment 10 of the system.
[0065] The game begins at stage 40. In one embodiment, the game
enters stage 40 when a buyer completes a transaction at a point of
sale terminal and is issued a printed receipt with a game piece
showing letters and a code to enter. An example of such a receipt
is shown herein. In another embodiment, the game enters the start
40 phases when an end-user visits a website, which includes an
electronic display of the game 10.
[0066] In the embodiment shown in FIG. 4, in order for the game to
proceed from the start state 40 to the begin gameplay state 44, an
administrator must select the category and the number of words to
be used in the game 10. In the embodiment shown in FIG. 4, the
administrator choices are performed independently of the user
playing the game, and this step will occur before a game begins at
state 44. The administrator of the game performing the
administrative duties of state 42 can make changes to the game
concurrently with a number of players, as the information about a
particular promotion is stored within the system independently of
any players' actions.
[0067] Once at least one category and words are chosen in the
administrative step 42, the gameplay can begin at the gameplay
state 44.
[0068] For embodiments where a player was not provided with a
preprinted receipt, the system 10 performs a random game piece
generator at randomizing state 46. The algorithm at the randomizing
state 46 generates unique individual random choices from amongst
letters of the alphabet that will appear on the four individual
rows of data. Again, in an embodiment where the player has received
a pre-printed game piece on a receipt, at state 46 does not
generate a new game piece. The randomization state 46 references a
database of brands 48 to generate the random puzzle board.
[0069] Once the puzzle board is either generated, or an existing
one is used from a receipt, a timer 50 starts. The system 10 then
proceeds to allow the user to select letters at state 52. As shown
in the remaining figures, the user is provided with a letter board
and is asked to fill in missing letters from the game piece. The
letter choosing state 52 is limited by the timer 50.
[0070] During the letter choosing state 52, the system 10 also
selects a number of letters for the specific game board in play at
help state 54. In the help state 54 the system selects unique
random choices from among the letters of the alphabet appearing on
a single individual row to choose up to seven hints of letters that
have not yet appeared in the row of data. The help state 54
provides both the random hints 56 randomly selected at the help
state 54 and the actual instructions for the player at the
instructions state 58.
[0071] During the letter choosing state 52 the player will fill in
the letters of the game piece either by choosing letters directly
or by using the assistance of the help state 54. If all the letters
are revealed by the end-user or the end-user wishes to solve the
puzzle early, the system 10 moves to the solve state 60. In the
solve state 60 the timer 50 is stopped and the end-user is asked to
fill any all the remaining letters. The proposed solution is then
submitted to the system 10.
[0072] The system 10 then decides whether the proposed solution is
considered a win 66 or a loss 74. In one embodiment, the system 10
determines that a system is a win 66 if all the letters match
exactly the puzzle. In another embodiment, the embodiment 66 will
accept phonetic equivalents of the puzzle solution and, therefore,
will consider a proposed solution 60 a win 66 even if some of the
letters are not exactly correct. For example, in some instances, a
particular puzzle may comprise a product name that has alternative
spellings, such as one in French and English or English and
Spanish.
[0073] If a proposed solution is determined to be a winning
solution at state 66, the puzzle is revealed at the revelation step
64. The system then proceeds to the prize calculation step 62. The
details of the calculation step 62, and other algorithms described
below, are presented in the algorithm in Appendix C. At the prize
calculation step 62, the system 10 calculates the player's odds
based on the value of the prize and number of players and awards a
quantity in each percentile value. Once the prize calculation step
62 assigns a prize to the winning game, the game proceeds to
calculate the particular player's odds 68. Finally, the game 10
proceeds to the prize award state 70.
[0074] As shown in FIG. 4 while the player is solving the puzzle 60
the timer 50 continues to run. If the game enters the timer ended
state 72, the player is given one more chance of solving the puzzle
at state 60.
[0075] If, upon submitting a solution at state 60 the system 10
determines that the proposed solution is incorrect, the system
moves to the incorrect state 74. The player is offered an
opportunity to play the game again at state 76. If the player
agrees to play the game again at state 79, the system 10 returns to
the begin state 40. If the player chooses not to play again at
state 78, the game ends 80.
[0076] In one embodiment, the choice to play again at the play
again state 76 is offered to the player only if the player has not
repeated plays an excessive number of times in a given time period.
In another embodiment, the play again state 76 will only provide
the option to repeat gameplay if the system administrator at the
administration step 42 has entered additional puzzles for the
end-user.
[0077] In one embodiment, the end-user who started gameplay using a
printed receipt will only be able to repeat games using the
products reflected on the player's receipt. In this case, the
interaction between the database of brands 48 and the selection
algorithm 46 also interacts with the receipt information gathered
in the begin state 40.
[0078] As can be appreciated from FIG. 4, the system 10 provides
for a method of generating and completion of puzzles, including
puzzles that relate to a database of brand names 48.
Transaction Receipt Numbers
[0079] Turning to the flowchart of FIG. 5 depicted therein is a
schematic for the process of selecting random numbers, which act as
transaction receipt numbers. In one embodiment, the transaction
receipts are cash register receipts. In another embodiment, the
transaction receipts take the form of electronic or another form of
purchase confirmation.
[0080] As explained herein, the system 10 includes a game piece
attached to a receipt, such as a sample receipt shown in FIG. 2.
The receipt includes a redemption code 14. The steps of assigning
the code and related tasks, per one embodiment 90, are shown in
FIG. 5.
[0081] The process 90 begins at a start state 92. The start state
92 comprises a website administration portal 94 in one embodiment.
As part of the website administrator portal 94 the system
administrator can select a product category and product names 96.
The selection of product information 96 results in updates to the
database of retailers 98 and the database of brands 100. Once the
databases 98, 100 are updated, the system administrator can select
the brand, which will be shown to the end-user as part of the
promotion as part of step 102. The administrator can also choose
the number of products 104 that will be subject to the
promotion.
[0082] Once the brands 102 and the products 104 are chosen, the
system 90 assigns the random alphanumeric codes at step 106. The
randomization step 106 processes and assigns random alphanumeric
codes that are transmitted to the cash register receipt.
[0083] Once the randomization step 106 is completed, the system 90
proceeds to identify a retailer 108, which will use a particular
set of puzzles for products. In one embodiment, as part of
selecting the retailer 108, the system will also include metadata
regarding the promotion, including the start time and end time, as
well as the start date and end date for each potential
promotion.
[0084] Once the target retailers are identified 108, the promotions
and all related metadata are sent to the retailer's database in
step 110.
[0085] Concurrently with adding brand and product choices, the
administrators 94 can observe when random codes are redeemed online
using interface 116. Random codes are assigned 112 from the
retailer's database 110 by the retailer's IT system. The
assignments 112 connect a particular redemption code to the
receipt, and it is acquired by the customer 114. The administrators
94 can see how the codes are redeemed 116 as part of the game
starting process 40 shown in FIG. 4.
[0086] While the various data stores such as the databases 110, 98,
100 are depicted as separate objects in the flow chart in FIG. 5,
in one embodiment, the data stores are located on a single
computer, which comprises the embodiment of the system 90. Further
while the data stores are shown as distinct databases in the FIG.
5, in various embodiments, the databases are data entries in a
single data store, either an organized database or another form of
data storage, both organized and not. In one embodiment, the data
stores are implemented using a distributed data store such as a
blockchain record store.
Game Play Opening Step
[0087] Turning to FIG. 6 depicted therein is a flow chart of the
gameplay opening steps. The gameplay begins with the game software
140 being invoked on one or more devices 142.
[0088] To begin playing, the end-user must register or log in to
the game using the login step 144. To register, the end-user must
provide identifying information such as first and last name as well
the email address, a phone number, date of birth, and gender, in
the depicted embodiment. Once the end-user provides the identifying
information, the end-user can create a username for the system at
step 146. After creating the username, the end-user can choose
preferences 148 and either redeem a cash register or point of sale
wining code 148 or redeem an automatic winning voucher 150.
[0089] If, after establishing a username, the end-user successfully
logs into the system in order to play 154, the end-user can redeem
one or more the vouchers 150, 152 or begin playing the game 156.
The end-user can select one or more gameplay styles 158, each of
which is described herein. As discussed in this application, the
end-user may play multiple games and can, in some instances,
repeatedly play the promotional games. However, if the player
chooses not to play the game, the system 140 will end the game and
log the end-user out at stage 159.
[0090] Turning to FIG. 7, depicted therein are several winning
vouchers as described in steps 150, 152. The example voucher 160
includes a redemption code 162 and a UPC code 164. The UPC code can
be used in a point of sale terminal. For awards that do not involve
a point of sale terminal, other redemption instructions 166 will be
used, as is the case with the instructions for a promotion of a
vehicle's price shown in FIG. 7.
[0091] FIG. 8, in turn, depicts the details for the registration
and login process 170, which is invoked from the application 140.
The login process 170 allows the end-user to log in using a unique
identification number 172. In order to finalize the account, the
end-user must also provide a first name 174 and a last name 176 and
an email address 178. The email address is confirmed. The end-user
also provides a cell phone number 180.
[0092] When the end-user logs into the system and confirms their
email address, the end-user may reset their password or proceed to
log in to the system and request login information.
[0093] As part of the account set process and login process the
end-user must also review the terms and the disclaimer 182 and
agree 184 to the process of using the application 140.
[0094] As the game 140 requires the date of birth for its players,
the login process requests that the players confirm the date of
birth and provide the date of birth 186 when necessary. Further, as
the promotions are often gender-specific, the gender information is
also collected from the end-user.
[0095] In one embodiment, the step of requesting the date of birth
186 comprises asking the end-user to select a date range
representing end-user ages, instead of requesting the specific date
of birth. In another embodiment, the step of requesting the date of
birth 186 comprises requesting the specific birthday but not a
year. In this case, the system is able to provide the end-user
promotions relating to the end-users' birthday, but without
requiring the exact birth year for every end-user. In one
embodiment, the end-user is provided with a range of incentives to
provide the birth year and birthday information, such as a promise
of additional promotions if birthday and year information is
given.
[0096] The conclusion of the process is the creation of a system
identifier 188 which allows the end-user to interact with the
system.
[0097] FIG. 9, in turn, depicts several interfaces for the game 140
to login and register in the system. The login in steps 170 are
depicted in the interface 190. The interface accepts from the user
the name 192, email address 194, and phone number 196 using a
similar look and feel as the game pieces shown to the end-user
during actual gameplay.
[0098] Once the fields of the interface 190 are completed, the
system proceeds to the disclaimer of rights 182 and other steps, as
shown in FIGS. 8 and 9. In conjunction with the age usage
restrictions, the system also displays specific notices about cell
phone restrictions and regulatory notices such as limits of
promotional games in Canada. The end-user is provided an
opportunity to agree to the various terms and restrictions 184. If
the end-user agrees to continue, the system will establish an
identity for the user 198. The end-user will then be provided with
an interface to confirm the birthdate 200. Finally, the end-user
will see their assigned system identifier 202. In the embodiment
shown in FIG. 9, the identifier comprises the initials, an encoded
birthdate, a flag for the gender, and an incremental counter, as
well as a country identifier.
[0099] In another embodiment, the identifier 202 includes a random
number. In yet another embodiment, the identifier is simply a
random number not already assigned an existing user.
[0100] FIG. 10 depicts another login or registration process. In
this process, the application 140 login 170 accepts as input an
identification number, which is verified 210 by the application
140. The identification number which is verified originates from a
third party, such as a point of sale purchase, a loyalty rewards
program, or others. The verified 210 identifier represents a
category of rewards 212, such as a discount code or an instant
prize. The expiration date of the identification number is
confirmed. The end-user may apply the identified reward as a gift
214 to a third party or to redeem it 216 for that particular
user.
[0101] Regardless of whether it is to the end user's account or to
a third party account as a gift, the reward points are applied to a
balance 218. The balance 218 is redeemed online 220 or in-store
222. In either case, the final transaction ends in checkout of the
purchase including the awarded claim.
[0102] If the beneficiary of the verified identifier 210 is not
currently a member of the system 140 the registration information
may be received 224 by the system 140 and the system identifier 226
may be created as described above before any redemption occurs.
[0103] Turning to FIG. 11, depicted therein are several example
interfaces of the system 140. The interfaces shown depict the
gameplay steps A-F up to and including providing the end-user the
option to redeem the code online 220 or in-store 222.
Dashboards
[0104] FIG. 12 depicts the operational details of an interface or
dashboards 230. One dashboard 232 contains information about the
controller of the game, including making pre-selections for
promotions. The controller dashboard 232 interacts with the data
network 249 to communicate with one or more data stores containing
information about the game. The dashboard 232 includes information
about each product category 234, the number of products 234, and a
brand alphabet 236. The system also generates the random brand
alphabet 238, the random percentage values 240. The points of sale
242 are established. The demographic data 244 is liked to
particular promotions and rewards program 246 data is also linked
to promotions. Finally, participants are consigned reward points
248.
[0105] The dashboard 230 also includes a means for the end-user to
login or register 250 using a tablet, laptop or handheld computing
device 252. The end-user can begin a game 254. The game can involve
a cash register or point of sale receipt puzzle 260 or where the
end-user begins the puzzle from an online game source 256. The
end-user must fill in the missing letters during the available time
period set by a timer 258. The winning brand is awarded 262 with a
cross-merchandising premium added 264, if earned. The
cross-merchandising premium is unlocked by accessing a special
character 268 in the puzzle board. The system involves award points
266, and an add on premium brand award 270, in one embodiment.
[0106] A second set flowcharts for user dashboards are depicted in
FIG. 13. The dashboards again require a login 280. The entities
that can log in to the system using this dashboard 280 include
registered retailers 282 and registered advertisers 284. Once the
retailers or advertisers are logged in the control of the system is
transferred to a system controller 286. The system controller
administers a number of data stores 296, 292, and 290. Some of the
data stores, such as the data store 296, further includes
subordinate data stores 294. This subordinate data store 294 will
include reporting means, in one embodiment. In another embodiment,
the subordinate data store 294 includes information about a single
customer, including sensitive information such as personally
identifiable information. As such, the subordinate data store 294
is maintained as a separate entity from the primary data store
296.
[0107] As shown in FIG. 13, the advertiser and retailer data
synchronizer 288 operates on the retailer and advertiser data
stores 290, 292. The retailer data store 290 includes retailer
assigned codes 300. The advertiser data store 292 includes
advertiser assigned codes 302. The codes 300, 302 are used to
cross-link transactions including voucher code distribution 304,
CPSS cross-merchandising 306 and CPSS alphabet symbol linking 308,
which are described below
[0108] The main data store 296 is controlled by the system
controller 286 and it includes tools to generate voucher codes 310,
set access preferences 312. Further, the main data store 296
includes the ability to access shopper profiles 314, shopper
voucher codes 316 and for setting of customer access to CPSS link
318. The CPSS system is shown in detail in further figures and
described below.
Example Interfaces
[0109] Turning to FIG. 14, depicted therein is a sample interface
320 for a user of the system. The interface includes an action area
322 where the end-user can select actions such as reviewing the
points system, shopping for items, and other actions. The interface
320 also includes the end user's identifier 324, the process for
which was discussed above. The interface 320 also allows the
end-user to log in to other areas of the system 326, such as if the
end-user also wanted to manage their own promotions. The interface
320 also allows the end-user to redeem a winning code 328.
[0110] FIG. 15 depicts two sample user interfaces. A first account
setup interface 346 allows the end-user to select an action 330,
such as to log in or register. Presuming that the user has not
previously registered with the system, the interface 346 allows the
user to provide a name 332, email address 334, phone number 336,
agree to terms and conditions 338 and provide a date of birth 340.
Once the information is filled in a user-id is generated 342, and
the end-user can proceed in the system.
[0111] A second interface is shown in FIG. 15, the second interface
is for purchasing a discounted item 348. As part of the purchase,
the end-user may select the gift option 344, instead of buying the
item for themselves.
[0112] A view of an interface 350 of the Category Participating
Sale System (CPSS) is shown in FIG. 16. The system allows
registered advertisers 352 to view information such as the number
of active advertisers and the number of active campaigns. In turn,
registered advertisers 351 can review campaign performance by
accessing their portal. For a particular campaign, the advertiser
can assign voucher codes 354, can review the shopper database 356,
and the number of vouchers that have been redeemed year to date
358. The user of the CPSS can also view the alphabet data links 360
and the relevant sections of the advertisers and retailers database
362. Other features include the cross merchandise units link 364,
the customer preferences link 366, the ID system 368 and the
options for setting of random values 370. Finally, the user can
access the reward program 372.
[0113] The details of a sample interface of the CPSS
cross-merchandising interface is shown in FIG. 17. The interface
includes areas to select brands for each letter 380 and a listing
of the number of active promotions 382 for each brand. The end-user
may select a number of actions 384, including selecting an alphabet
block, assigning cash values, and others. Puzzles with the selected
brands for cross-merchandising appear in the preview 388 of a
puzzle board 386. For example, in the embodiment shown in FIG. 17,
the missing A of the `AUTO` puzzle will be filled in with the A in
the logo for Ace Hardware and so selecting that letter will result
in cross-merchandising. The end-user of the interface can view and
change the alphabet data links 381 and review information about
cross-merchandising 383.
[0114] Example output of the cross-merchandising is shown in FIG.
18. The game begins with a blank board 390. A number of randomly
selected letters are filled in at step 392. The end-users select
letters during gameplay 394. Selecting the A during stage 396
results in receiving a cross-merchandising offer 400 from the
retailer 402 associated with the specially designated letter. The
end-user also receives the main offer 398 such as the ability to
redeem a discount either in store 404 or online 406.
[0115] A second alternative gameplay interface is shown in FIG. 19.
In this embodiment, the game again begins with a blank board 390. A
number of randomly selected letters are filled in at step 392. The
end-users select letters during game play 394. Selecting the A
during stage 396 results in receiving a mystery offer 408 from an
unknown retailer 410. As before, the end-user also receives the
main offer 398 such as the ability to redeem a discount either
in-store 404 or online 406.
[0116] Another interface is shown in FIG. 20. This interface shows
another view of the CPSS module showing the number of assigned
voucher codes 412, the database of advertisers 414 and the number
of special alphabet links 416 and the total cost of the vouchers
418.
[0117] FIG. 21 depicts a flow chart showing managerial functions
within the system. The system involves a retailer or advertiser
logging in 420. Once the login information is verified, access to
the data store 422 is granted. The data store and the system are in
communication with the point of sale locations 440 using a data
network 424. The system communicates with the data store 422 to
ensure that voucher codes 426 are distributed. The advertiser or
retailer logged into the system can manage product categories 428
and which products to advertise 430 using the promotions. The
products are assigned product codes 432. The redemption codes and
the product codes are linked to product venues 436 and point of
sale locations 440. Finally, the advertiser or retailer can add
cross-merchandising links 438 and also include advanced retailer
crosstalk 442.
System Schematic
[0118] The interactions between the system components and the
various functions of one embodiment of the system are shown in the
schematic format in FIG. 22. As shown in FIG. 22, the system
controller 450 manages the functions of the CPSS and other
functions.
[0119] The first function of the controller 450 is the
cross-selling premium products in alphabet links database, using
the cross-merchandising within the gameplay board 452.
[0120] In one embodiment, the system verifies the inventory
database 454 before making such cross-merchandising available. The
cross-merchandising products are advertised by registered
advertisers by the use of cross-linked voucher codes 456. The
voucher codes and other data is stored in a data store 458, in one
embodiment. The registered advertisers also specify which products
in the inventory 454 are to be award goods at the point of sale
terminals 460.
[0121] Once the settings are finalized 460, the puzzle boards are
generated and added to receipts or otherwise displayed at the point
of sale locations 462. Two alpha-numeric code banks are created at
the point of sale locations 464, 466. At the point of sale a
receipt is generated 468. For the first code bank 464, the display
of a discount amount and the item is set 468. The player will solve
the puzzle on a paper cash register receipt from the point of sale
466. The end-user may also bypass the paper receipt and play the
game on a smart device 470. The second data store 466 will display
the amount and item puzzle 472. Regardless of how the player
reaches the app, the player will need to log in or register with
the app to gain entry into the system 474. The player can choose
preferences to control category, and link rewards 476 once they are
logged into the system. The reward points are managed by the CPSS
controller 478. The player will also set up a unique identifier and
login to register to play the game 480. The player may also redeem
codes and link to preferences as well as the CPSS 482. The player
may also send reward codes as gifts 484 and check out purchases
that used a won discount or other redemption code 486.
Sample Consumer Interaction
[0122] FIG. 23 depicts a sample of consumer interaction with the
system. In the depicted embodiment, the point of sale terminal
location 462 is in communication with a data network 424. The data
network 424 provides a connection to a system that comprises an
implementation of the system as described above. The customer
interaction starts at the beginning state 40. The consumer
completes a point of a sale transaction, receiving a paper or
digital receipt game piece 468. The consumer then plays the game on
a paper receipt 468, as shown in FIG. 2A or on a digital device 470
as shown in FIG. 2B.
[0123] Regardless of how the game starts, the consumer will log in
to the application 474 and begin gameplay 44. The player will
choose letters 52 and eventually the puzzle will be revealed 64.
The player will solve the puzzle 60. The player may redeem a code
114, in one embodiment of the system. The prize is awarded 70 when
the puzzle is revealed if the player meets the winning conditions
66. If the player loses 74, the player has the option to play again
76 which can be confirmed at state 79 or discontinue playing 78, in
which case the game ends 80.
[0124] It is to be understood that the above description is
intended to be illustrative, and not restrictive. For example, the
above-described embodiments (and/or aspects thereof) may be used in
combination with each other. In addition, many modifications may be
made to adapt a particular situation or material to the teachings
of the invention without departing from its scope. While the
dimensions and types of materials described herein are intended to
define the parameters of the invention, they are by no means
limiting, but are instead exemplary embodiments. Many other
embodiments will be apparent to those of skill in the art upon
reviewing the above description. The scope of the invention should,
therefore, be determined with reference to the appended claims,
along with the full scope of equivalents to which such claims are
entitled. In the appended claims, the terms "including" and "in
which" are used as the plain-English equivalents of the terms
"comprising" and "wherein." Moreover, in the following claims, the
terms "first," "second," and "third," are used merely as labels,
and are not intended to impose numerical requirements on their
objects. Further, the limitations of the following claims are not
written in means-plus-function format and are not intended to be
interpreted based on 35 U.S.C. .sctn. 112, sixth paragraph, unless
and until such claim limitations expressly use the phrase "means
for" followed by a statement of function void of further
structure.
[0125] The present methods can involve any or all of the steps or
conditions discussed above in various combinations, as desired.
Accordingly, it will be readily apparent to the skilled artisan
that in some of the disclosed methods certain steps can be deleted
or additional steps performed without affecting the viability of
the methods.
[0126] As will be understood by one skilled in the art, for any and
all purposes, particularly in terms of providing a written
description, all ranges disclosed herein also encompass any and all
possible subranges and combinations of subranges thereof. Any
listed range can be easily recognized as sufficiently describing
and enabling the same range being broken down into at least equal
halves, thirds, quarters, fifths, tenths, etc. As a non-limiting
example, each range discussed herein can be readily broken down
into a lower third, middle third and upper third, etc. As will also
be understood by one skilled in the art all language such as "up
to," "at least," "greater than," "less than," "more than" and the
like include the number recited and refer to ranges which can be
subsequently broken down into subranges as discussed above. In the
same manner, all ratios disclosed herein also include all subratios
falling within the broader ratio.
[0127] One skilled in the art will also readily recognize that
where members are grouped together in a common manner, such as in a
Markush group, the present invention encompasses not only the
entire group listed as a whole, but each member of the group
individually and all possible subgroups of the main group.
Accordingly, for all purposes, the present invention encompasses
not only the main group, but also the main group absent one or more
of the group members. The present invention also envisages the
explicit exclusion of one or more of any of the group members in
the claimed invention.
* * * * *