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Patent 3070151 Summary

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(12) Patent Application: (11) CA 3070151
(54) English Title: STANDALONE AND REACTIVE SQUARES GAMES ADAPTED FOR EMPLOYMENT IN A FANTASY SPORTS LEAGUE ENVIRONMENT
(54) French Title: JEUX DE CASES AUTONOMES ET REACTIFS CONCUS POUR ETRE UTILISES DANS UN ENVIRONNEMENT DE LIGUE DE SPORT VIRTUEL
Status: Examination Requested
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/828 (2014.01)
  • A63F 13/25 (2014.01)
  • A63F 13/46 (2014.01)
  • A63F 13/61 (2014.01)
  • A63F 3/06 (2006.01)
(72) Inventors :
  • MAGGIO, FRANK S. (United States of America)
(73) Owners :
  • MAGGIO, FRANK S. (United States of America)
(71) Applicants :
  • MAGGIO, FRANK S. (United States of America)
(74) Agent: BLAKE, CASSELS & GRAYDON LLP
(74) Associate agent: CPST INTELLECTUAL PROPERTY INC.
(45) Issued:
(86) PCT Filing Date: 2017-08-10
(87) Open to Public Inspection: 2018-02-15
Examination requested: 2022-07-10
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2017/046384
(87) International Publication Number: WO2018/031829
(85) National Entry: 2020-01-15

(30) Application Priority Data:
Application No. Country/Territory Date
15/232,834 United States of America 2016-08-10

Abstracts

English Abstract

A system and method are provided for implementing a uniquely automated, and otherwise gamified, version of a Squares Game. The disclosed schemes incorporate technology for hosting on, or interacting/reacting with, potential participants' mobile and personal communicating and computing devices. The disclosed systems and methods uniquely adapt the gamified Squares Game to implement hybrid schemes employed by one or more of the myriad "fantasy sports" leagues that have become attractive to mass audiences. The disclosed schemes provide event-long score tabulation as a mechanism by which to allocate awards. The disclosed schemes provide for branding to certain sponsors of a Super Squares event, league, or season, in a manner that the a sponsoring entity's retail and/or website properties may be linked to the automated game in order to facilitate increased traffic, sales and/or exposure.


French Abstract

L'invention concerne un système et un procédé permettant de mettre en uvre une version automatisée de manière unique, et par ailleurs ludique, d'un jeu de cases. Les schémas décrits incorporent une technologie permettant d'héberger des dispositifs de communication et informatiques mobiles et personnels de participants potentiels ou d'interagir/de réagir avec ces dispositifs. Les systèmes et les procédés selon l'invention adaptent de manière unique le jeu de cases ludique pour mettre en uvre des schémas hybrides employés par une ou plusieurs ligues de "sport virtuel" parmi les innombrables ligues qui attirent le public. Les schémas décrits consignent les scores sous forme de tableaux tout au long d'un événement, en tant que mécanisme permettant d'attribuer des récompenses. Les schémas décrits permettent de valoriser la marque de certains sponsors d'un événement, d'une ligue ou d'une saison de jeu de cases "Super Squares", d'une manière telle que les propriétés de la vente au détail et/ou du site Web de l'entité de sponsoring peuvent être liées au jeu automatisé afin d'améliorer le trafic, les ventes et/ou l'exposition.

Claims

Note: Claims are shown in the official language in which they were submitted.



CLAIMS

We claim:

1. A system for implementing an automated live event related game,
comprising:
a display device for displaying information regarding a game matrix including
a
plurality of selectable gaming squares; and
a gamification device that is configured to
receive a request from a user via an information exchange device to
participate
in a gaming event as a player;
assign one or more selectable gaming squares in the game matrix to each
player;
direct display information identifying numbers associated with each of the
assigned gaming squares to the each player on a display device accessible to
the each player;
monitor the progress of at least one live event with which the game matrix is
associated;
obtain numbers indicative of the progress of the live event;
assign a point value to participation of each of a plurality of players based
on a
comparison of the obtained numbers from progress of the at least one live
event and identifying
numbers associated with assigned gaming squares for each of the plurality of
players; and
provide notification to the plurality of players as to the assigned point
value by
sending information to the display device.
2. The system of claim 1, the gamification device being further configured
to
receive, from a user-controlled electronic device, user identification
information; and
store the received user identification information in a storage device
associated with the
system.
3. The system of claim 1, the gamification device being further configured
to
obtain the numbers indicative of the progress of the live event at specified
intervals
during the conduct of the live event, and
assign an interval point value to the each of the plurality of players at the
completion of
each of the specified intervals.



4. The system of claim 3, the gamification device being further configured
to
re-assign one or more selectable gaming squares in the game matrix to the each
player
at the completion of the one or more of the specified intervals during the
conduct of the live
event; and
direct display information identifying numbers associated with each of the
reassigned
gaming squares to the each player on the display device accessible to the each
player.
5. The system of claim 1, the gamification device being further configured
to at least one
of (1) automatically assign the one or more selectable gaming squares in the
game matrix to the
each player, (2) assign the one or more selectable gaming squares in the game
matrix to the each
player based on al least one qualification criteria for the each player, and
(3) assign the one or
more selectable gaming squares in the game matrix to the each player based on
an input received
from the each player via a user-controlled electronic device.
6. The system of claim 1, the gamification device being further configured
to
aggregate assigned point values for the each of the plurality of players
across a plurality
of live events; and
provide notification to the plurality of players as to an aggregated points
standing for
the plurality of players.
7. The system of claim 1, the gamification device being further configured
to
receive, from a user-controlled electronic device, an indication of at least
one of a
number of specified intervals in a single live event and a number of separate
live events in which
the player chooses to participate;
track the player's accumulating aggregate point value across the indicated at
least one
of the number of specified intervals in the single live event and the number
of separate live
events in which the player chooses to participate; and
provide notification to the player as to the aggregate point value accumulated
across the
indicated at least one of the number of specified intervals in the single live
event and the number
of separate live events in which the user chooses to participate by sending
information to the
user-controlled electronic device of the player.

41


8. The system of claim 1, the gamification device being further configured
to
determine a winner among the plurality of players based on an evaluation of
the
assigned point value for each of the plurality of players; and
provide notification to the winner by sending information to the display
device.
9. The system of claim 1, the gamification device being further configured
to
determine a number of prospective winners among the plurality of players based
on an
evaluation that more than one of the plurality of players achieve a same
assigned point value;
apply additional winner verification criteria as a form of a tiebreaker to
determine a
winner from among the determined number of prospective winners.
10. The system of claim 9, the additional winner verification criteria
including applying a
reactive scheme in which each of the determined number of prospective winners
is
presented with an advertising content on the user-controlled electronic
device,
presented with a series of queries regarding the advertising content, and
required to provide responses to the queries to be evaluated by the
gamification device
to determine the winner from among the determined number of prospective
winners.
11. A method for implementing an automated live event related game,
comprising:
receiving, with a processor, a request from a user to participate in a gaming
event as a
player;
assigning one or more of selectable gaming squares in a game matrix to each
player;
displaying information identifying numbers associated with each of the
assigned
gaming squares to the each player on a display device accessible to the each
player;
monitoring progress of at least one live event with which the game matrix is
associated;
obtaining numbers indicative of the progress of the live event;
assigning, with the processor, a point value for participation of each of a
plurality of
players based on a comparison of the obtained numbers from progress of the at
least one live
event and identifying numbers associated with a particular selected gaming
square for each of the
plurality of players; and
notifying the plurality of users as to the assigned point value by sending
information to
the display device.

42


12. The method of claim 11, further comprising:
receiving, with the processor from the user-controlled electronic device, user
identification information; and
storing the received user identification information in a storage device
associated with
the system.
13. The method of claim 13, further comprising:
obtaining the numbers indicative of the progress of the live event at
specified intervals
during the conduct of the live event, and
assigning interval point values to the each of the plurality of users at the
completion of
each of the specified intervals.
14. The method of claim 13, further comprising:
re-assigning one or more selectable gaming squares in the game matrix to the
each
player at the completion of the specified intervals during the conduct of the
live event; and
displaying information identifying numbers associated with each of the
reassigned
gaming squares to the each player on the display device accessible to the each
player.
15. The method of claim 11, the assigning the one or more selectable gaming
squares in the
game matrix comprising at least one of (1) automatically assigning the one or
more selectable
gaming squares in the game matrix to the each player, (2) assigning the one or
more selectable
gaming squares in the game matrix to the each player based on al least one
qualification criteria
for the each player, and (3) assigning the one or more selectable gaming
squares in the game
matrix to the each player based on an input received from the each player via
a user-controlled
electronic device.
16. The method of claim 11, further comprising:
aggregating, with the processor, assigned point values for the each of the
plurality of
players across a plurality of live events; and
notifying the plurality of players as to an aggregated points standing for the
plurality of
players.

43


17. The method of claim 11, further comprising:
receiving, with the processor from the user-controlled electronic device, an
indication of
at least one of a number of specified intervals in a single live event and a
number of separate live
events in which the player chooses to participate;
tracking, with the processor, the player's accumulating aggregate point value
across the
indicated at least one of the number of specified intervals in the single live
event and the number
of separate live events in which the user chooses to participate; and
notifying the player as to the aggregate point value accumulated across the
indicated at
least one of the number of specified intervals in the single live event and
the number of separate
live events in which the player chooses to participate by sending information
to the user-
controlled electronic device of the player.
18. The method of claim 11, further comprising:
determining, with the processor, a winner among the plurality of players based
on an
evaluation of the assigned point value for each of the plurality of players;
and
notifying the winner by sending information to the display device.
19. The method of claim 11, further comprising:
determining, with the processor, a number of prospective winners among the
plurality
of users based on an evaluation that more than one of the plurality of users
achieves a same
assigned point value; and
applying additional winner verification criteria as a form of a tiebreaker to
determine a
winner from among the determined number of prospective winners.
20. The method of claim 19, the additional winner verification criteria
including applying a
reactive scheme in which each of the determined number of prospective winners
is
presented with an advertising content on the user-controlled electronic
device,
presented a series of queries regarding the advertising content, and
required to provide responses to the queries to be evaluated to determine the
winner
from among the determined number of prospective winners.

44

Description

Note: Descriptions are shown in the official language in which they were submitted.


CA 03070151 2020-01-15
WO 2018/031829 PCT/US2017/046384
STANDALONE AND REACTIVE SQUARES GAMES ADAPTED FOR EMPLOYMENT
IN A FANTASY SPORTS LEAGUE ENVIRONMENT
BACKGROUND
[0001] This application is a Continuation-in-Part of U.S. Patent Application
No 14/852,477,
entitled "Methods and Systems for Deployment of Standalone and Reactive
Squares Games" by
Frank S. Maggio, filed in the U.S. Patent and Trademark Office on September
11, 2015, which in
turn claims priority to U.S. Provisional Patent Application No. 62/049,329
entitled "Method And
System For Deployment Of Standalone And Reactive Sport-Related Game Squares
Games" by
Frank S. Maggio, filed in the U.S. Patent and Trademark Office on September
11, 2014, and to
U.S. Provisional Patent Application No. 62/051,931 entitled "Method And System
For
Deployment Variants Of Standalone And Reactive Sport-Related Game Squares
Games" by
Frank S. Maggio, filed in the U.S. Patent and Trademark Office on September
17, 2014, the
disclosures of which are hereby incorporated by reference herein in their
entirety.
1. Field of the Disclosed Embodiments
[0002] This disclosure relates to systems and methods for uniquely adapting an
automated and
otherwise gamified Squares Game, which may be hosted on mobile and personal
communicating
and computing devices, to implement hybrid methods and systems employed by one
or more of
the myriad "fantasy sports" leagues that have become attractive to mass
audiences.
2. Related Art
[0003] An extremely popular game played by sports fans, including attendees
and viewers of
particularly noteworthy football games, including what is commonly referred to
as the Big
Game, is the "Squares Game." FIG. 1 schematically illustrates a typical
embodiment of a
Squares Game matrix form 100. In popular embodiments, a ten by ten square
matrix
participation area 110 is hand-drawn or otherwise produced by a host. The host
circulates the
matrix form 100 among colleagues, associates, friends, co-workers, customers
and the like
soliciting their participation in the game. The matrix form 100 may include
certain logos, other
identifying information, contact data, instructions or other like inputs in,
for example, a free form

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identifying field 160. The matrix form 100 may contain blank border fields
120,130 outside the
ten by ten square matrix participation area 110, e.g., across the top (as
show) or bottom, and
down the left side (as shown) or right side, to be filled in when all of the
hundred squares in the
matrix participation area 110 have been selected by participants.
[0004] For the host, the process of soliciting participation in filling in the
matrix participation
area 110 by "selling" the squares, one square or a couple of squares at a
time, can be a time-
consuming and frustrating undertaking as enthusiasm for participation among a
narrow
population of participants with whom the host may be associated and/or
interact ebbs and flows.
Some of this burden on the host may be eased by "selling" the individual
squares in pre-planned
groups of four (as is indicated in FIG. 1 by the slightly heavier lines in the
matrix participation
area 110) as, for example, "super" squares.
[0005] After selling/filling all of the squares in the matrix participation
area 110, the still blank
border fields 120,130, may be filled in with "score heading" numbers in the
manner shown in
FIG. 1. These score heading numbers, in the context of a conventional football
pool,
corresponding to the final digit of each of the "Home" and "Away" (see
elements 140,150) team
scores for the game, or at intervals, e.g., by halves or by quarters,
according to a pre-determined
and pre-announced prize structure. The score heading numbers entered into the
border fields
120,130 are typically randomly selected one at a time, and placed at the top
or left of a column or
row in the example shown in FIG.1, respectively.
[0006] The letters A-Z (minus Q) will be described in view of the disclosed
embodiments
below.
[0007] Participants in Squares Games may, for example, pay $5 per square, for
a total prize
pool of $500. The collected sales proceeds from the Squares Game are then
divided among the
participants, typically based upon the score of the game at the pre-determined
intervals. As
examples, the score at the end of each quarter of a football game may garner
the "winning"
participant a 25% increment of the overall prize pool, or these scores may
garner 20%
increments for the first 3 quarters, and 40% for the end of game score. In
some instances, the
Squares Game host or organizer may retain a portion of the square sales
proceeds, to offset a
"cost" of managing the game. These games are generally informally administered
among groups
2

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of friends and/or colleagues, and the "rules" are generally pre-briefed to all
participants who then
voluntarily agree to participate according to those rules.
SUMMARY OF THE DISCLOSED EMBODIMENTS
[0008] As is mentioned above there are many variations on this general theme
and in the
establishment of the matrix participation area 110 as shown in the exemplary
embodiment
illustrated in FIG. 1, all of which are pre-established and explained to the
participants. Further,
the concept although generally associated with football games may be adjusted
and adaptable to
other sports, in many unique ways.
[0009] With the proliferation of individual mobile communicating and computing
devices, an
opportunity exists to substantially automate a conventional Squares Game in a
manner that
increases user participation and interest and to incorporate participation in
such games on a local,
regional or broader scope into an overall reactive advertising scheme in which
participants may
be rewarded, not only for their participation in a particular game, but more
broadly for their
participation in a reactive advertising environment overall.
[0010] In view of the above background, it may be advantageous to find some
manner by
which to automate a conventional Squares Game in a manner that achieves the
above advanced
objectives. In this regard, it may be particularly advantageous to provide
programming for
individual users' mobile communicating and computing ("smart") devices that
may facilitate
their employment to rewarding, challenging and interesting automated
gamification of, and
reactive advertising associated with, a Squares Game. An objective may be to
employ the
automated Squares Game as an entry into a reactive advertising scheme thereby
generating, or
otherwise stimulating, a new degree of interest in integrated commercial and
advertising content.
[0011] Exemplary embodiments of the systems and methods according to this
disclosure may
provide unique automation of a Squares Game for participation across a broader
spectrum of a
participant population.
[0012] Exemplary embodiments may implement automated schemes that are directed
at
overcoming the burden of hosting a local Squares Game in a limited participant
population
environment.
3

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[0013] Exemplary embodiments may ease the logistical burden on any host of a
Squares Game
in at least one of automating the selling of the squares, selecting of the
numbers, and preparing of
the finalized matrices to be automatically distributed to all participants
prior to the event to
which the Squares Game is linked.
[0014] Exemplary embodiments may distribute participation across a broader
user population
than simply the potential participants, e.g., 100 or so people, that the host
knows.
[0015] Exemplary embodiments may verify receipt of the finalized matrices with
all of the
participants in order to ensure that attention remains high. It is recognized
that some
participants' interest in the particular sporting event with which a Squares
Game may be
associated is specifically increase based on their vested interest in the
outcome of each prize
distributing interval. Part of the allure of Squares Games is that they add
excitement to sporting
events, particularly when a favored team is not winning, or when the game is
no longer close.
[0016] Exemplary embodiments may provide automated notifications to winners of
particular
Squares Games, all of whom will not be viewing the sporting event together.
[0017] Exemplary embodiments may execute an automated randomization scheme for

selecting the numbers to fill the border areas in a manner that reduces any
possibility for
controversy with the host based on the ultimately selected numbering scheme.
[0018] Exemplary embodiments may collect participant information for recurring
gaming or to
separately solicit participation in reactive advertising that may be of
interest to the participants
based on the information that they provide.
[0019] Exemplary embodiments may implement hybrid methods and systems used by
myriad
"fantasy sports" leagues by providing, for example, event--long score
tabulation as another
mechanism by which to allocate awards.
[0020] Exemplary embodiments may provide for branding to certain sponsors of a
Super
Squares event, league, or season, in a manner that the a sponsoring entity's
retail and/or website
properties may be linked to the automated game in order to facilitate
increased traffic, sales
and/or exposure, in embodiments, an involvement of sponsoring entities may
contribute to
increased funding for prizing, which may result, in turn, in increased user
attraction and
participation leading to increasing revenues realized by a hosting entity
and/or related parties.
4

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[0021] These and other features, and advantages, of the disclosed systems and
methods are
described in, or apparent from, the following detailed description of various
exemplary
embodiments.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] Various exemplary embodiments of the systems and methods for uniquely
adapting an
automated and otherwise gamified Squares Game, which may be hosted on mobile
and personal
communicating and computing devices, to implement hybrid methods and systems
employed by
one or more of the myriad "fantasy sports" leagues that have become attractive
to mass
audiences, with application across many sporting events and sports types,
according to this
disclosure, will be described, in detail, with reference to the following
drawings, in which:
[0023] FIG. 1 schematically illustrates a typical embodiment of a Squares Game
matrix form
that may be automated according the disclosed schemes;
[0024] FIG. 2 illustrates a block diagram of an exemplary system for
implementing an
advanced automated Squares Games according to any of the varied schemes
outlined in detail
below in this disclosure;
[0025] FIG. 3 illustrates a flowchart of a first exemplary method for
implementing an
advanced automated Squares Game according to this disclosure; and
[0026] FIG. 4 illustrates a flowchart of a second exemplary method for
implementing an
advanced automated Squares Game according to this disclosure.
DETAILED DESCRIPTION OF EMBODIMENTS
[0027] The systems and methods for uniquely adapting an automated and
otherwise gamified
Squares Game, which may be hosted on mobile and personal communicating and
computing
devices, to implement hybrid methods and systems employed by one or more of
the myriad
"fantasy sports" leagues that have become attractive to mass audiences across
many sporting
events and sports types, according to this disclosure will generally refer to
this specific utility for
those systems and methods. Exemplary embodiments described and depicted in
this disclosure
should not be interpreted as being specifically limited to any particular
physical configuration of
a user mobile computing or communicating device, or to any particular class of
or protocol for,

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networked communication among devices of participating users. In fact, the
disclosed systems
and methods are not necessarily even restricted to user mobile devices. An
electronic display
component, which may display, for example, a matrix such as that shown in FIG.
1 may be
usable to implement the disclosed schemes. Such display screens may include
those associated
with, for example, an Internet-based implementation accessed through a host
website.
[0028] It should be recognized that any advantageous use of the systems and
methods for
gamifying a Squares Game and for providing the gamified Squares Games to a
broad cross-
section of a user population, in a manner that not only promotes participation
in the games, but
also provides for information exchange pursuant to immersion of a user in a
reactive advertising
scheme or environment that may benefit from processes, techniques or schemes
such as those
discussed in detail in this disclosure is contemplated as being included
within the scope of the
disclosed exemplary systems and methods.
[0029] The systems and methods according to this disclosure will be described
as being
particularly adaptable to enhancing a gamification experience related to
randomized participation
in a Squares Game related to one or more sporting events, and adaptations of
such gamification
as may incorporate certain features that have emerged as being particularly
attractive in the
context of fantasy sports leagues, and fantasy sports gaming. In embodiments,
the disclosed
systems and methods may have the advantage of collecting demographic (and even
personal)
information regarding participants in a manner that provides advertising,
marketing and/or
sponsoring entities with a body of analyzable data regarding those
participants in order to target
advertising content, including reactive advertising content, at those
participants. In this regard,
an amount of Business Intelligence regarding a participant population may be
collected and
made available, or otherwise provided for use, to interested parties and
participating entities.
Specific references to gamification and information exchange schemes are meant
to be
illustrative only in providing examples of real-world utility for the
disclosed systems and
methods, and should not be considered as limiting the disclosed systems and
methods to any
particular product or combination of devices, or to any particular type of
electronically or
physically sharable data vehicle. In other words, any commonly-known user
personal electronic,
computing, communicating and/or data display component, whether substantially
fixed, or easily
6

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mobile, and including myriad emerging wearable technologies, may be
incorporated into the
overall scheme for automated gamification of the Squares Game.
[0030] In addition to the above-noted shortfalls in conventional Squares
Games, those that
have participated will readily recognize that certain score combinations (such
as, for example,
2,2 or 5,2 in football games) are extremely infrequent winners of Squares
Games. Historically,
quarters and entire games of football infrequently end in scores that reflect
these score
combinations. Therefore, in traditional Square Games, holders of unfavorable
score
combinations receive little of the additional entertainment value, from the
very beginning. The
disclosed schemes may incorporate certain weighting or in process
randomization schemes to be
applied once the random numbers are chosen to better "level the playing field"
in a manner that
enhances participation for all participants even in the context of a single
sporting event. For
example, according to a pre-determined and pre-briefed schemes, periodically
throughout the
sporting event with which the Squares Game is associated, random number
combinations may be
shuffled, or in embodiments, separately selected for the reward of additional
"prizes."
[0031] The disclosed schemes are intended to take Squares Games, which are
infrequently
hosted outside of the Big Game (one of the most widely viewed sporting events
in the world
every year), or are otherwise infrequently hosted by recurring basis due to
their manually
cumbersome nature, and provide a level of automation that may foster broader
adoption of
Squares Games over the balance of football games, and indeed across a more
significant cross-
section of other professional sports. A capacity of the disclosed schemes to
reach a broader
participating population may render the schemes more popular in their ability
to attract many
people without being tied, for example, to the restrictions of a closed
viewing area among a
controlled group in which a conventional host can most easily manually
conduct, manage, play
and/or oversee the Squares Game.
[0032] As will be described in greater detail below, the variability of the
structure of the game
application, including in-event re-randomization of the matrix may promote
higher levels of
participation, and continued interest for particular participants during an
entirety of the sporting
event with which the squares game is associated.
[0033] The disclosed schemes may prove particularly advantageous for many
popular places
where groups of fans congregate and consume sports (and food and
beverages¨potential
7

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advertisers for Squares Games), but which traditionally do not lend themselves
easily to
implementation of a manually-implemented Squares Game, because the
participating
environment is not necessarily lend itself to adequate oversight of the game
play. Additionally,
the disclosed schemes may prove particularly beneficial as additional
incentives or "perks" at
professional and collegiate sports venues in addition to sports bars, and,
virtually any venue that
may attract large viewing, including television viewing, audiences. In
implementations, it is
conceivable that tens of thousands of fans may enjoy participating in a
plurality of individual
device-implemented Squares Game. In this regard, viewership and participation
may be
beneficially increased as individuals may be naturally inclined and interested
to play.
[0034] The disclosed schemes, therefore, may provide an easy and controlled
manner by which
to educate, aggregate and enable large numbers of simultaneous players, even
on multiple
Squares Games among a particular group of participants. In this regard, the
disclosed schemes
are intended to render the traditional Squares Games, and innovations thereof,
substantially more
ubiquitous. In this regard, for example, it is not inconceivable that a
million or more
participants, for example, may be able to simultaneously participate in a
single aggregated game
related to a particular sporting event, or set of sporting events, with prizes
and awards being
allocated according to a predetermined scheme that makes a Grand Prize very
attractive to the
participating population, and yet is capable of rewarding different levels of
awards and prizes to
a broad spectrum of participants according to a scheme of participation that
includes several
levels of, for example, "tiebreakers."
[0035] In embodiments, variations on the conventional scheme are proposed that
provide an
increasingly robust, sophisticated and engaging employment of a basic
automated Super Squares
technology. Among other objectives, these increasingly sophisticated schemes
may serve to
increase the likelihood of mass adoption of the Super Squares methods and
systems, and
adaptations to myriad associated real-world sporting events by implementing
hybrid methods
and systems adapted from the types of interactions that have emerged for use
by fantasy sports
leagues, which are becoming increasingly attractive to tens of millions of
participants.
[0036] Further objectives of the disclosed schemes include providing elevated
branding to
certain entities in the form of marketers, advertisers and like forms of
traditional sponsors that
may desire to become involved locally, regionally or nationally in one or more
Super Squares
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events, leagues, seasons or the like, in a manner that the "sponsors' retail
and/or website
properties experience increased traffic (and therefore sales and exposure). it
is anticipated that
brands may be willing to subsidize or increase marketing spend for
participation in one or more
Super Squares schemes with an advantage of increasing funding for prizing,
which can in turn
increase users (and revenues) to the host and related parties.
[0037] The disclosed schemes may implement the popular Squares Game to achieve
the above
objectives. Embodiments may provide an automated opportunity to invite
participation in
simultaneous Squares Games associated with one or more sporting events, which
also may be
occurring actually or nearly simultaneously. Embodiments separately may
provide an
opportunity for a particular group to all participate in a same Squares Game
in a manner that
maintains the familiarity of playing the game among a group of friends,
associates, colleagues,
co-workers or the like. The disclosed schemes may provide the additional
advantage that on
occasions where the number of participants in a particular group is not enough
to "fill" a
particular matrix, other participants may be "allowed" into the particular
game to maintain the
fidelity of the game, the odds of any individual winning and the prize pool at
requisite levels.
[0038] Based on the automated nature of the disclosed embodiments, these
schemes may have
particular other advantages over manual implementations in that, in
embodiments, score
combinations may be changeable among specified game periods within the Squares
Game in a
manner that provides heightened excitement to all, by enabling participants to
avoid being left
with unattractive score combinations for an entire duration of a particular
sporting event.
[0039] In other variations, limitations that may be associated with
traditional Squares Games
can be substantially eliminated through automation according to the disclosed
schemes.
[0040] In embodiments, for example, an event-long score tabulation and/or some
manner of
"Leaderboard Overlay" may be provided. Conventional Squares Games may provide
an
opportunity for what could be considered "games within a game." Generally,
each "round"
(typically tied to a particularly measurable duration or occurrence within the
associated lives
sporting event) provides a chance to win a prize, and each new round (new
quarter, new inning,
new period and the like) is its own self-contained event. Player participants
without a matching
score, according to the conventional scheme, essentially win nothing. In
embodiments according
to the disclosed schemes, it is possible to make user participation more
attractive by modeling
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the Squares Game experience to mirror certain differing (and apparently
successful) elements of
"Fantasy Football" gaming. In embodiments, a leaderboard and/or scoreboard may
be provided
to reflect an ongoing (protracted or multiple-event) competition, or
tournament-type, scheme
between individual player participants, groups of player participants, or a
virtual national
audience.
[0041] The disclosed schemes provide a capacity to track and tabulate large
volumes of player
participant data in order that, for example, a tournament-type competition may
be automated in a
manner that would allow it to transpire across a full length of a sporting
event broadcast (even
involving certain specified events that may or may not occur in a pre-game
and/or post-game
section of a broadcast (televised) event, or a live venue event). In
embodiments, scores may be
tabulated and updated for each "round," and leaderboards may be provided to
player participants
on their mobile devices to allow those player participants to determine and
track their individual
overall standings against an entire population of player participants
"competing" at any given
time.
[0042] The disclosed schemes provide flexibility to determine and assign
player participants to
participation against subsets of an entire population of player participants
as well. In
embodiments, a particular leaderboard may be established, for example, to
serve and/or support a
localized (private or public) tournament involving some subset of all player
participants. In this
manner, "private" leagues, or even friends who are hosting a Big Game party,
or associated with
some other viewing type event, may be specified. Regardless, however,
advertising content
associated with the event, the host, a sponsoring entity, or the like may be
provided in order that
a prize pool may reach beyond the contributions of a small number of player
participants. In
embodiments, a series of local leaderboards representing sub-groups within a
section of a
stadium, sports bar, sports book or other participant-gathering venue may be
specified.
[0043] In embodiments, a "national" or "global" leaderboard may be derived
from an
aggregate of some plurality, including all, local groups associated with a
particular event may be
implemented. Such a broad-based leaderboard may provide all users with
standings as to how
their individual results compare to all other player participants, in the
aggregate. Such a national
leaderboard may aggregate a large enough population of player participants,
and/or may be more
attractively sponsor-entity funded and supported, in a manner that supports
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comparatively larger numbers of more significant prizes, when compared with
local groups that
may in include only enough participation to support the award smaller prizes,
or merely to
provide individual ones of the player participants with local bragging rights.
Additionally, or
separately, winning a local leaderboard may also provide a local winner an
opportunity to access
to another (broader) prize pool. In embodiments, a player participant
designated as a local
winner may be afforded an opportunity to participate in some manner of playoff
or tie-breaker
round, may gain access to other "selected" tournaments/events, may be entered
in a separate
"super" or "grand" price drawing, or otherwise may be awarded additional
"perks."
[0044] In embodiments, for example, an event-long tournament and leaderboard
may take a
form of awarding points for various achievements, or levels of achievement,
accomplished by
player participants in each round, or according to any specified periodicity,
accruing these points,
for example, over a course of a sporting event, and displaying the accrued
points via one or more
separate leaderboard displays. A player participant may, for example, accrue
points (or other
markers, prizes, credits, or devices that can be collected and measured) for
correctly responding
to or answering reactive queries or questions. Such questions may include
inquiries regarding
some detail of product placement within an event broadcast, advertising
content presented in an
advertising insert provided on the player participant's display (including
according to an
implementing application), advertising content presented in an advertising
provided in a
broadcast or televised game's ad pods, advertising content physically provided
within a
sponsoring entity's retail location, or in online, print, email, social media
post, or other mass
media advertising, a product packaging, or advertising or event content
displayed on, for
example, a Jumbotrong (or similar display situated in public view at a live
sporting event
venue). In order to accommodate limitations common to live venues, such as,
for example,
crowd noise that may diminish a player participants' ability to hear sounds
emanating from
mobile devices and limitations to cellular carrier or wireless signal service
in a venue, varying
combinations of content display via mobile device to supplement public
displays within the
venue, and game element deployment via a combination of reliable SMS text
messaging for
query response selections, and bandwidth-dependent mobile applications for
registration and
leaderboard presentation may be deployed. It should be recognized that this
example
encompasses but one combination of such connected and complementary services
that may make
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the Squares Game or Super Squares Game information available to each player
participant in a
manner that is intended to make the gaming experience enjoyable and
comparatively "hassle-
free."
[0045] According to the disclosed leaderboard schemes, for example, points may
also, or
otherwise, be awarded for correctly prognosticating an occurrence of a
particular event in the
game. Consider, for example, that points may be awarded for correctly
predicting a pass or run,
score, attendance, etc., or correctly recalling a portion of the preceding
televised (or live,
attended) game broadcast content. In embodiments, points may also, or
alternatively, be
awarded for a player participant opting into, or accepting, an offer presented
by one or more of
the game sponsor, a game host, a broadcasting network (including a TV network)
or other
involved entity. In embodiments such "opting in" may require participation of
the player
participant in a poll or survey presented by one or more of the above-listed
entities. In such
circumstances, point values may be assigned that are on par with point values
that are associated
with other activities of the player participant, or the different from the
point values associated
with the other activities. The assignment of such a point values may be at the
discretion of one or
more of the above-listed entities. In embodiments, the manner in which a
particular player
participant replies to any of the above stimuli may be afforded some
"weighting" factor. Such an
option may be considered one an offering determines that a benefit of
weighting a particular
manner of response does not serve, for example, as a disincentive to other
player participants.
Returning to the concept of the basics Squares Game, the automation of the
game according to
this disclosed schemes even allows for points, in the leaderboard format, to
be awarded for
securing a game square that is partially correct at the end of a prescribed
game. An example of
this would be where, a selected game square matches only the home or away team
score, but not
both. As an example, an individual player participant secures the game square
7/7. At the end of
the quarter, the scores for the respective teams and in 7 and 3. The
individual player participant
may be awarded, for example, 3 points for the partial match, whereas a perfect
match (home and
away scores) might offer the same or more points (such as 7 points). Such a
hierarchy of awards
is analogous to betting on horse races in which the quinella pays less than
the exacta.
[0046] In embodiments, player participants may earn certain applied score
multipliers. One
manner by which such score multipliers may be earned may be based on a
particular player
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participant accomplishing one or more of (1) perfectly matching all score
combinations
(potentially across a variety of individually-secured squares) for each
specified round, and (2)
perfectly answering all presented questions. In embodiments, score multipliers
may not require
perfectly matching scores for all periods or questions, but may be awarded for
each sequentially-
consecutive pair or set of successful actions. In embodiments, an aggregation
of score multiplier
points may be accumulated according to match scores and/or matched answers,
and a score
multiplier may be applied for each of the player participants whose
accumulated score multiplier
points exceeds a pre-determined threshold. Score multipliers may be applied at
the end of the
game, multiplying the aggregate of all points accrued times a multiplier to
determine a player
participant's ultimate final score for the game. In a league-type or season-
long scheme, score
multipliers or "league" (or "seasonal") score multipliers may be accumulated
and applied for
perfect score matches, perfect matching squares, consecutive round matches and
the like over
multiple live participation events. A notification scheme may be provided to
advise player
participants, at specified or random intervals, where a particular player
participant's score stands
among other player participants in the league-type or season long play. It
should be noted that,
in differing embodiments, score multipliers may be applied inclusive or
exquisite above any
tiebreakers.
[0047] In embodiments, the particular player participant's "score," score
multiplier or any
tiebreaker may include, or otherwise take a form of, achieving a series of
individual characters,
which may be in the form of alphanumerics, emoticons, QR codes, images and the
like, as well
as combinations thereof. Consider an example that in a first round of a
particular Squares Game
an individual player participant activity is presented indicating that a
correct response (or even
any response) will result in the award of an "S." In a next round, a different
individual player
participant activity may be presented the completion, or successful
completion, of which results
in the award of a "C." Over the course of the several rounds of the event, the
individual player
participant may have to collect the letters S ¨ C ¨ 0 ¨ R ¨ E, a team logo and
a "smiley face"
(see :-)) emoticon. Only upon achieving this combination of in-event awards
may the player
participant then receive an overall event award, receive an event score
multiplier, or other
reward. In embodiments, it is easy to see how the words "SCORE" may be
replaced with an
identifier associated with the sponsor, the team logo may be replaced with a
sponsoring entity's
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logo and the like. The ability to use these Super Square in-event award
identifiers to spell words
and brands provides myriad opportunities to overlay sponsorship promotions. It
is even possible
to allow player participants to select ALL Super Squares in advance of the
start of an event,
provided the selections spell a word, or brand, or some other restriction that
provides player
participants with the ability to pre-select their entries, but restricts the
ability to necessarily select
the Super Squares with the most favorable score combinations.
[0048] Using technology to access user registration demography, simulated
virtual
"tournaments" could be created, pitting subsets of users (e.g., according to
any selectable
demographic identifier, any region, a particular team affiliation, a
particular brand association
and the like). In this manner, a host of a tournament may be provided
additional granularity as to
the overall, or regional, demographics of the player participants in order to,
for example,
determine insights into how subsets of an overall player participant
population may be faring
with relation to one another. Such insight may be assist in providing
appropriate feedback to, for
example, sponsoring entities and better targeting their individually-sponsored
activities for the
player participants to a particular subset of the player participant
population.
[0049] Virtual league or tournament leaderboards may be system created
according to a
particular user entity's requirements. In this manner, information about the
population of player
participants, and identifiable sub-groups within that player participant
population may be tracked
according to known BI and/or CI methods. Information reportable from the
system according to
player participant population demographics may be sanitized of all particular
individual player
participant identifying information including, but not limited to, user names
and other player-
participant provided identification information that should be kept
confidential and/or limited
according to any participation agreement between, for example, a game host and
individual
player participants taking part in the particular game. In embodiments, any
display of player
participant scores, and the like, for comparison would not need to, and
therefore would not
provide player participant identities. Multiple group subsets, or sub-groups,
could be displayed
(e.g., results of fans of all teams in a sports league, cities of a state,
largest cities in the country,
or according to any other like "indicator") The use of these virtual
tournaments (and reporting
on same to the mass audience, via app, broadcast, other media, or some
combination of some or
all) may be considered to provide interesting content to some or all of the
audiences. As
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mentioned above, such virtual demographic leaderboards may provide the Super
Square event
host with an ability to target sponsoring entities in order to sell
sponsorship rights in events
associated with these virtual tournaments and leaderboards.
[0050] The disclosed embodiments introduce technology to provide a practical
manner by
which to handle the distribution of Squares Game matrices, as well as
providing a flexible
process of selecting and assigning the squares, along with aiding to collect
any entry fees,
tracking the results, and distributing the prizes. In embodiments, a robust
computing backend is
provided to track large-scale populations of player participants and to
provide the computing
overhead to manage differing game constructs, subsets of player participant
populations, and
awards/reward schemes as are discussed in varying detail throughout this
disclosure.
[0051] While the disclosed embodiments may incorporate components that apply
to (and be
substantially based on) traditional ten by ten matrix games, it is anticipated
that popular
implementations may be found in the five by five matrix version denoted by the
darker lines and
the letter annotations shown in the matrix participation area 110 in FIG. 1.
Such an
implementation may be discussed below as a "Super Squares" variant of the
game.
[0052] "Pre-game" or pre-event Squares Game matrices may be provided in
centralized
locations, perhaps with URL's, unique letter designations, or QR codes inside
of each square,
which could allow player participants to enter a particular square's URL or
unique letter into a
web address or window of a supporting website or mobile application, or, for a
player participant
to select a square by scanning a square-unique QR code (on a displayed Squares
Game matrix),
or click the square on a display, which would allow the player participant to
select that particular
square.
[0053] In embodiments, the disclosed process, as enabled by hosting Squares
Games electronic
devices, may provide formatting options. For example, instead of randomly
filling out the ten
column and row "score heading" sections with random number from 0-9, the score
heading(s)
could be fixed, and the internal 25 or 100 matrix squares could instead be
"jumbled" once the
entry phase of the game is closed, and selections of squares are final. Such a
manifestation of the
traditional Squares Game would be virtually impossible to accomplish in a
conventional paper
environment, but is relatively easily implementable in a virtual electronic-
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[0054] According to the disclosed schemes, Super Squares Games may provide a
method by
which a mass audience can participate in Squares Games, hosted by a network,
sports venue,
team, advertiser, individual, ad sponsor, event sponsor or the like. While
traditional "sales" of
squares may be enabled, it should be recognized that other "prize" schemes are
implementable
and may be preferable in certain jurisdictions and/or scenarios. Due, for
example, to the
perceived degree or impact of luck (chance) required to win a game, and what
is anticipated to
become a very public nature of the game, it may be advisable, or even required
in certain
jurisdictions, to avoid charging for participating, and instead to offer other
incentives (rewards)
for participation, including entries (squares) in exchange for participating
in reactive or ad-
supported versions of the game. The addition of skillful queries and
questions, particularly as a
final determining step of qualifying winners, may also be required in certain
jurisdictions and
according to applicable laws. Entry into the game itself may be controllable
via a particular set
of conditions established by any of the above-listed hosting-type entities.
[0055] When participating in Super Squares Games, jumbo 4x4 squares are
selected by player
participants, five across horizontally and five up and down vertically (5x5),
meaning that there
are only 25 "Super Squares" to choose from, each representing 4 number
combinations (4 times
the number of score combos for participants, and 4 times fewer squares to
sell/fill). Each Super
Square can be lettered A-Y (25 letters) or A-Z (with one letter of 26, from A
to Z, being deleted),
or representing a choice that essentially asks that the matrix square be
randomized. Using letters
makes it simple to select and record a square choice, and to share a
particular player participant's
square(s) choice with others as opposed to using the X and Y axis matrix
address. In
embodiments, a game or event host could remove the "I" or "Q," (the latter
being shown in FIG.
1), to avoid the visual confusion of I with a number, or the letter "Q" with
"0." Separately, the
letter Q, in embodiments, may be sued to select a randomized "Quick Pick" of a
Super Square.
In such a Quick Pick digital environment, those that select "Q" could be
randomly assigned a
letter, either before or after other interior squares are completed and/or
jumbled.
[0056] A limitation of mobile phones is that a ten by ten annotated grid may
be difficult to
display and even more difficult to manipulate correctly on a small screen. If
presented on a
television or other larger format display screen, QR codes may be placed in
each square. It is
recognized that, in mobile screen applications, the QR codes could be too
small or close together
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to be easily scanned without inadvertently scanning the wrong QR code.
Therefore, a less error-
prone method of allowing a user to select an interior square may be to refer
to each square by a
letter. A host could therefore utilize a lettering system to select a square
("Enter your letter
HERE: ___________________________________________________________________ ")
as opposed to requiring the participant to press a section of a screen or scan
a
too-small QR code, thus providing an entry option that may eliminate some
complexity and
errors that are more likely in such examples. Another method of visual
presentation may include
skewing the squares matrix at a 45 degree angle, such that the score
identifiers appear along any
adjoining edges of a now diamond-shaped matrix. This visual presentation may
be more ideally
suited for displays that are viewed in a typical "landscape" mode, such as
television displays,
where the viewing area ratio is 4:3, or more commonly, 16:9 (width to height).
[0057] Because the digital display of the matrix is easily changeable, and as
mentioned, a
particular scheme can be implemented randomly to attempt to avoid a frequency
with which
participants obtain unfavorable scores, or, for example, scores may be re-
assigned between
rounds. Separately, Super Squares Games can offer clusters of score headings
that can
implement the scheme by which to attempt to ensure that at least 1 of the 4
Super Squares score
combinations is statistically more favorable than average. Also, the rules of
the Super Squares
Game may require that either the interior Super Squares are jumbled once more
each round, or,
to ensure more variations, the audience of participants can select a new
letter each round, which
is then jumbled.
[0058] Each sport can manipulate score headings that statistically increase a
likelihood of
securing at least one favorable combination of the four encapsulated by the
participant's Super
Square. By way of example, each cluster of score headings could include a high
frequency
occurring score, and a lower frequency occurring score, based on statistical
averages. Note, too,
that as Super Squares Games associated contests may be broken into discernible
rounds with
three to six rounds potentially being specified per contest or live event. As
scores tend to
increase with time, in early rounds, having lower digit score combinations may
be considered to
be more favorable, where higher digit score combinations may be more valuable
in later rounds
(near the end of the underlying contest or sporting event, for example). This
is particularly true
of comparatively low scoring games like soccer, hockey and baseball (to an
extent).
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[0059] In embodiments, the score headings and assigned letter allocations may
be permanently
displayed, and a participant may be assigned a random letter (and therefore,
the Super Square
and its related score combinations). This provides a consistent and simple
means by which to
quickly illustrate and distribute Super Squares, without the need to
illustrate the "jumbling"
process of score headings or squares. This may distribute at least one
favorable interior square
per Super Square.
[0060] As an example, a recipient of a Hockey Super Square "M," may always
receive the
Home/Away score combinations of 2/2, 2/7, 7/2, and 7/7. Participants could
therefore eventually
become familiar with the score combinations linked to each letter.
[0061] The disclosed Squares Games and Super Squares Games may be sponsored by

advertisers to (1) defray, avoid or supplement the cost of entry distribution,
(2) advance logistics
of hosting, registration, winner selection and participant notification,
and/or (3) provide
alternatives to monetary prize pools for non-monetary Squares Game and Super
Squares Game
implementations. Squares Game and Super Squares Game sponsors may provide
advertising
content that may be randomly interspersed with displays of the prize matrix at
the sporting
venue, or within a broadcast of the game. The advertisements may be made
reactive in a manner
that may be described for example in U.S. Patent No. 6,606,745, the disclosure
of which is
hereby incorporated by reference herein in its entirety. Correctly responding
to reactive queries
may result in heightened attention (something every advertiser desires) and
additional rewards to
Squares Game and Super Squares Game player participants.
[0062] Particularly for large mass audiences (such as televised programs)
where millions of
viewers (and potentially player participants) may be viewing, the heightened
attention paid to ads
that are associated with the Squares Game and/or Super Squares Game (denoted
with an alert,
mark or tone) may increase the value of an sponsor's advertisements, meriting
a premium being
paid by the sponsor. This premium may not only generate additional profits to
the sponsor,
sports league, broadcaster, post, or other participating entity but a portion
of this premium might
offset cost of conducting a mass Squares Game or Super Squares Game event.
This cost might
also include the cost of a significant prize (such as a car), or an insurance
premium to cover the
cost of offering massive grand prizes.
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[0063] The public offer and promotion of the Squares Game or Super Squares
Game, and the
offer of more valuable prizes (new cars, or significant prize pools) might
increase live venue
attendance and increase broadcast viewership of the sporting event (and
therefore the audience
for the advertisements). An increase in viewership and attention paid to the
advertisements
(measurable through the reactive advertising concept) may increase a value of
an advertisement
inventory, further increasing the revenues generated from the advertisements.
This increased
revenue stream can be partially diverted back into prizing, creating a
positive feedback "loop"
that increases prizes, then audience size, then prizes, and so on.
[0064] In embodiments, attendees at live venues (or watching TV broadcasts)
select a Super
Square letter 4-6 times or more over the course of the event, and watch a
reactive ad before each
"shuffle," to qualify for a Super Square, if answered correctly. Failing to
get the reactive
question correct might result in the attendee not being registered as a player
participant for that
round, or the player participant only retaining one of the four squares
(perhaps the least desirable
one in the combo).
[0065] The disclosed schemes for implementing a Squares Game or a Super
Squares Game
may be paired with skill-based and prognostication elements to allow for
sponsors to charge to
play the games, or, they can be entirely subsidized by the venue, sponsors, or
broadcast
networks. The skill-based or prognostication questions might add yet another a
tiebreaker
element. In embodiments, a "Jackpot Shot" question could ask, "What will be
tonight's
attendance," or "How many shots on goal will be made this evening?" This
differentiator could
be used as a "closest to the correct answer" tiebreaker, or may be required to
match the result
precisely to win a particularly valuable ("super") prize. Smaller prizes can
be awarded each
period/quarter/increment, with a super prize being awarded to a player who
wins all 4-6 periods,
and, optionally, the Jackpot Shot.
[0066] As part of participating digitally, a player participant at a venue may
be required to
provide their seat number and name when registering, allowing the host to
contact participants
(and to film them using onsite cameras), integrating the Squares Game or Super
Squares Game
into the live event as an added attraction. Similarly, on-air hosts might have
real time access to
the player participants and their ongoing entries, allowing them to be called
or contacted on-air
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during the corresponding sporting event. This variation provides a real time,
social media-
friendly component to sporting events, which may be attractive to certain
demographics.
[0067] In embodiments, as is mentioned above, a particular means of increasing
interest and
participation from all involved may be generally provided in increasing prize
levels, which may
be funded by sponsors particularly desiring greater direct connectivity with
an entire population
of player participants, or a particular sub-group of the overall player
participant population.
According to the methods described above, all manner of deployment of
additional branded
integration may be provided from branded backgrounds for participation
screens, to particular
logos randomly placed or "popping up" on participation screens, to
identification of prizes being
provided according to particular branding. In embodiments, player participants
may need to visit
a particular sponsors website and/or physical location in order to redeem or
collect particular
awards/rewards. According to these schemes, player participants may have
access to larger
Squares Game or Super Squares Game prizes pools, for themselves and also
potentially for
invited friends, by engaging in a particular activity by which an individual
player participant may
verify a visit to a sponsoring entity's physical and/or online properties. In
a manner similar to
the schemes described above for achieving an applying a scores multiplier,
specific actions of
individual player participants may elevate the standing of the individual
player participants to,
for example, a "Super Player," permanently, or for the duration of a
tournament, season, day,
league, or individual event. Again here, player participant actions may
include the scanning of a
QR code, or the physical entry of a code into the Squares Game- or Super
Squares Game-enabled
application, or the downloading of the sponsor's gaming or other application
at a retail location,
from an app store, or via a code or instructions provided on sponsor's
website. This Super
Player status may drive site and foot traffic in advance of the game, and also
turn the physical or
online properties into promotional locations. Sponsors' physical or online
properties may even
offer ability to upload the Squares Game- or Super Squares Game application in
a native version,
or in a special version of the sponsor's own application Squares Game
gamification capability
enabled. In embodiments, other related schemes may allow users to obtain a
game clue, game
points, or other items that would provide an advantage in a coming Squares
Game or Super
Squares game event, tournament, league, or season.

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[0068] Additional variations on this theme may be implemented. For example, a
Super Player
who wins a Local Group or National Group event may also lead to others in the
Group (Super
Players or standard player participants) to receive prizes that would not have
otherwise been won
by the standard player participants, but which are unlocked in their use based
on their
relationship to the designated Super Player, and the benefits bestowed through
the sponsor, to
"friends," leaderboard group members, or others somehow "linked" to the
winning or designated
Super Player. Super Players may receive special icon designations, which may
appear next to
their identifiers displayed leaderboards, and other displays. This adds to
interest in the sponsor,
and due to the increased benefits (including an increased or separate prize
pool or rewards
available to Super Players), individual player participants without the Super
Player icon may be
invited, urged, or otherwise asked to visit the sponsor to become, or as a
step in becoming Super
Players themselves. In this manner, it is envisioned that peers will influence
friends to take the
necessary steps to "upgrade" to Super Player status as additional individual
player participants
acquiring such status may inure to the benefit everyone in a particular player
participant group,
or overall. In embodiments, information regarding Super Players, and the
sponsor, may be
provided to event hosts, sporting event venues, broadcast networks and the
like in order that
some recognition may be further provided to the status of participating
individuals as Super
Players in the Squares Games or Super Squares Games associated with the event
or broadcast.
Such positive references may provide tangible promotional value to the
sponsor, as well as
elevating the positive commercial bond between event attendees, individual
player participants,
Super Players and the brand and brand sponsor.
[0069] Once a leaderboard model according to the above-described scheme is
adopted by a
Squares Game or Super Squares Game host, and a number of player participants,
has been
established, the disclosed schemes may provide a capacity for ongoing daily,
weekly or season
long leagues and tournaments to be supported. In embodiments, a reviewable
"standings" board
may be displayable on individual mobile device screens or on display screens
in public venues
for displaying current standings in the league, season or tournament play of
the public or private
leagues. Groups of player participants may might create their own Squares Game
for Super
Squares Game leagues, or have periodic games (daily or weekly), which may even
be defined
across multiple sports disciplines. In embodiments, certain head-to-head
competitions may be
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specified so as to generate "wins" and "losses" for each team, group of
individual player
participants, or individual player participants themselves during the season.
Where permitted, a
capacity to implement a scheme for wagering may be provided. The disclosed
schemes may
enable a host to charge player participants for the opportunity to play, and,
in addition to
advertising revenues, can supplement the prize pool(s) with such entry fees.
In embodiments,
the prizes may incorporate Super Player prize premiums substantially in the
manner described
above, with paying and non-paying player participants, to provide different
leagues based on
prizing, or different prizes within one league based on the status of the
designated winners.
[0070] In some professional and college sports leagues in the United States,
multiple broadcast
network feeds of games are provided to a national audience. Often, these
broadcasts are ranked-
ordered such that games most relevant to local markets are prioritized. For
example, many
professional football games commence at 1:00 PM EST Sunday, and again at 4:15
PM EST.
Each feed may serve only one or several football games to any distinct market,
so that the
aggregated number of viewers, nationally, is significantly greater than in any
one market. For
example, a small market game between less followed teams may only draw 1.2
million viewers
in two markets during the 1:00 PM EST slot, but the other 8 feeds, in
aggregate, may attract 16
million viewers. Under this scenario, local groups may allow player
participants to compete in
real time within a local league, with the requirement that each player
participant selects a local
feed broadcast. Still, however, the player participant may be able to
separately participate in a
Squares Game teams in a non-local market, with both games being broadcast at
approximately
the same time. As it is unlikely that round terminations will be synchronized,
the system may
provide timing synchronization across the games in order to allow each player
participant to
respond during their own defined "Check-In" period, with a group or national
leaderboard not
being shared with all users until after the last game and feed has reached a
round completion or
termination point.
[0071] In the above described manner, a Squares Game or Super Squares Game
host may
automatically aggregate all games into one or more national, regional or
sectional leaderboards,
increasing the available prize pool by aggregating varied revenue streams from
multiple markets
with regard to sponsorship (on a local, regional or national scale), ad and
product placement (on
a similar local, regional or national scale, Super Player premiums, and
individual player
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participant entry fees, where unauthorized and appropriate). Aggregated prize
pools may attract
more viewers, who in turn may become additional Squares Game or Super Squares
Game player
participants across multiple markets, cumulatively, having an effect of
increasing advertising
revenues and concomitant prize levels. In embodiments, similar aggregation may
occur across
multiple live events in a same day: For example, player participants may
participate in the 1:00
game and the 4:15 game, and may be provided an option to "cash out" after the
1:00 game, or to
"let it ride" through the 4:15 game, and even through the 8:00 game, or even
through a Monday
game as a tiebreaker. Daily grand prizes and jackpots might be awarded to
users with the highest
score when aggregated across all games in a defined period. In embodiments,
aggregated
"scores" may even be collected from multiple sports over a defined period,
particularly when
sport seasons overlap (such as when there are hockey, football, and basketball
games occurring
within the same day or week).
[0072] Each March, potential player participants gather to individually
complete their brackets
prior to the commencement of a 64+ team tournament. Potential player
participants predict the
outcome of each matchup, over a series of predicted pairings reducing the
field progressively to
32, 16, 8, 4, 2 and 1 overall winner, over 6 rounds and several weeks. A
reasonable estimate for
a single player participant to predict correctly all game outcomes in advance
of the tournament, a
feat which has never been reported to date is 1 in more than 100 billion.
[0073] Embodiments according to the disclosed schemes may adapt a Squares Game
to the
prognostication thrill of bracket selections in advance. The quizzing,
prognostication, and
rewarding matching score elements of the Squares Game or Super Squares Game
may be
adapted to allow individual player participants for each bracket round (e.g.,
the opening round of
32 games) an opportunity to select one game and predict the outcome of the
game (winner, and
optionally, tiebreakers as discussed below). In embodiments, the disclosed
schemes may afford
an individual player participant an opportunity to select multiple games over
certain periods such
as, for example, an early Saturday game and a late Saturday game. The Squares
Game host may
enable a Squares Game in which a new square is allocated each round within a
particular game,
or to remain constant for the duration of the game. Player participants may be
afforded an
opportunity to select the squares. In embodiments, individual player
participants may be
required to select a single game and winner for each round in advance of the
commencement of
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the tournament, as opposed to selecting a winner of every game and subsequent
round. In
embodiments, individual player participants may be afforded an opportunity to
select a new
winner for each round, once the prior round results are concluded and a list
of the remaining
teams from which the player participant may select is established. This wider
variation may
mediate the risk to an individual player participant in attempting to select
winners in later rounds
for which the individual player participant may have already been eliminated.
Given the
capacity and adaptability of the Squares Game concept to variations in
selection, scoring,
cumulative scoring and prize awarding, the "bracket" version may include an
automated
implementation that permits individual player participants to select only
among games of their
choosing, selecting a winner, and also permitting individual player
participants to select squares
to coincide with a particular round, in a manner that may be pre-determined by
the host, or by the
individual player participant. By way of example, the automated scheme may
provide for a
capacity to collect information from individual player participants regarding
a selection of a
game of their choice, a prediction of the winner, and a selection of any
square of their choosing
for any round of their choosing. In embodiments, the automated scheme may
otherwise require
that the square be selected for the final round. This variation may permit a
player participant to
select a single square for each round, in advance.
[0074] Each of the variations of the automated Squares Game applied in a
bracket context may
afford player participants a considerable amount of control over their entries
even as the
tournament progresses. Individual player participants, for example, may
associate squares with
their individual selections and prognostications for specific games, winning
teams, and squares
relative to the final score, or for any round or rounds. This level of player
participant interaction
and control may provide a favorably perceived condition relative to the
involvement of large
groups of player participants, and may provide an advantage to player
participants who pay
closer attention to the actual progress of the games, teams, and players
involved in the turn of
allowing the individual player participants to exercise their knowledge when
selecting games,
outcomes, and squares and related score combinations, even as unexpected
occurrences arise in
the progress of the tournament.
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100751 An advantage of the "bracketology" Squares Games or Super Squares Games
is that
these schemes combine interplay with audiences attracted to both games while
simplifying the
qualification process, thereby providing ability to attract a wider audience.
[NMI The automation of the Squares Game in this adaptable format may also
provide
flexibility for a host to create and implement a rules structure prior to
commencement of the
tournament that effectively employs known or calculable statistical
measurements of certain
events occurring, in order that the likelihood of winning according to this
scheme is significantly
easier than selecting a perfect bracket according to the traditional method.
Also, the use of
aggregated Squares Game points and leaderboards provides all player
participants, over the
course of the tournament, with the ability to remain "in the game," even in
the event that the
individual player participant may have, at some point over the course of the
tournament, fallen
out of contention for the jackpot or mega jackpot prize pool.
[0077] It should be recognized that games according to the disclosed Squares
Games or Super
Squares Game gamification schemes may provide an automated platform for
individual player
participant interaction that is likely attract many millions of individual
player participants over a
widely viewed sporting event or tournament of games, it is possible that there
may be multiple
player participants with identical point scores, and even with "Perfect Super
Square Matches"
over a period of time (such as after four or six rounds of Super Squares). To
avoid the use of a
random drawing to break ties, pre-determined and/or pre-planned player
participant-selectable
tiebreaker tools may be automated. In embodiments, one category of such
tiebreaker tools may
incorporate a particular player participant skill set exemplified in the
Squares Game or Super
Squares Game. These may include prognostication, ad attentioning, and/or
content attentioning.
[0078] In exemplary embodiments, one or more prognostication questions may he
derived and
presented to the individual player participants at some specified, or random,
time prior to the
event. Tiebreaker points may be awarded during the event then based on how
close a player
participant's responsive estimate comes to the actual correct answer. The
number of maximum
points (say, 3 points) would be awarded based on either a proximity to
accuracy. By way of
example, prior to a football game, each player participant may be asked to
estimate a total
number of yards to be gained by a particular running back. A maximum allowed
variance may
be set at, for example, 40 yards, plus or minus. If a particular player
participant's

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prognostication misses the actual number of yards gained by the particular
running back by 4
yards, the individual player participant will be deemed to have gotten the
answer 90% correct. In
such an instance, the individual player participant may be awarded 9 of 10
available tiebreaker
points. The prognostication events, variations, and available points may be
set by the host prior
to the gam.e via an administrative portal accessible only by the host to
modify the point schemes
for the Squares Game or Super Squares Game to which the football game is
linked. The
tiebreaker scheme may be applied over any number of over tiebreakers, and
ultimately result in
an aggregated resulting in a total tiebreaker score, which can be added to a
total of a player
participants accrued points, modified according to any multipliers, when
appropriate and only to
break ties in 2 or more player participants' aggregate scores to determine a
single winner.
[0079] In embodiments, when an objective is to award only one grand prize to
only one player
participant, the tiebreaker scheme may be particularly rigorous. Variations
and prognostications
may be weighted, multiple part responses may be required (including answering
one or more
characteristic questions regarding the event, the broadcast, the event or the
like') and/or a
hierarchy of correct responses and/or prognostications may be established
according to known
methods to break ties. The system may provide unlimited, or only limited,
opportunity for a host
to locally or regionally modify the rules in any manner that affects
awards/rewards. Important to
the fidelity of the implementation of any Squares Game or Super Squares Game
according to this
disclosure will be in and ensuring that all player participants are advised
and/or informed of the
rules prior to the commencement of play. In this regard, the disclosed systems
may provide
standard sets of instructions and standard deviations from those instructions
that individual
player participants will be required to acknowledge prior to commencing a
particular game,
group of games, league and/or tournament.
[0080] The disclosed schemes may also provide matrix-based selections that are
not "scores"
based at all, or that do not require the provision of "scores-based" matrices,
in multiple variations
and schemes that may be optimized to particular sporting events.
[0081] A means of increasing the likelihood of winning for player participants
could include
requiring a number of winning Super Squares over the course of an event,
eliminating the
requirement that winning Super Squares be consecutive from the first round. By
allowing the
consecutive winning rounds to commence from the first, second or third round
would increase
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the likelihood of a player participant winning (though it would make it
impossible for the player
participant to achieve 5 consecutive winning Super Squares, of 6 rounds,
should they be
authorized to commence from the third round).
[0082] The host could allow that the consecutive requirement be eliminated
entirely; in such an
example, the requirement may simply be, "Collect 4 or 5 winning Super Squares
over the course
of this event." Alternatively, the host could provide one or more "mulligans,"
or "do-overs" per
event, such that, while the consecutive winning Super Square requirement may
remain intact, a
participant could receive, earn, or purchase a "mulligan" that could be
electively utilized to
convert a losing round into a winning round.
[0083] Another means of increasing the likelihood of winning would be to allow
some or all
player participants to select their own Super Square combination in advance of
a round, such that
player participants with a thorough knowledge of the game might have an
increased likelihood of
selecting a winning combination. This "Pick Your Square" bonus could be
awarded randomly
(such as to those who are awarded the letter "Q"), or could be otherwise
received, earned or
purchased. For example, in a low scoring game like hockey, where scores are
often 0-0 after the
first period, selecting the Super Square containing a "0-0" combination would
provide an
increase in the number of winning Super Squares in that round.
[0084] A host might also increase the likelihood of winning by further
reducing the number of
Super Squares. The host may elect, for example, to create only 5 Super
Squares, in which a
shape of each cluster of twenty combinations in a ten by ten matrix may
deviate from a true
"square" shape. The host might also add a "common zone" within the overall
matrix that may be
similar to the center square of a Bingo card, which is marked as filled for
all player participants.
The host may, for example, purposefully allocate frequent or infrequent scores
to the shared zone
to further impact the frequency of winning Super Square combinations.
[0085] In embodiments, the disclosed schemes may be adaptable to sporting
events where
numbers are frequently used, but for other than traditional scores. For
example, in many racing
events, there are no "scores," merely finishing outcomes/orders (first,
second, or third.)
Numbers, however, are worn by players or event participants (such as in
professional motor
sports, like auto racing, in which the numbers are displayed on the
cars/trucks/motorcycles).
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[0086] By way of comparison, the "score headings" may be replaced with
"driver/car
numbers" and "Home" and "Away" might be replaced with "First Place" and
"Second Place,"
for the event where Super Squares may be awarded at lap intervals. In such an
implementation,
for a 300 mile race, there may be Super Squares awarded every 50 laps,
totaling 6 intervals. By
way of example, at the 50 lap mark, the first place car might bear the number
"17," and the
second place car might bear the number "3," meaning that the holder of the
Super Square "7,3"
would have a winning Super Square.
[0087] A racing-inspired Super Square game could have applications to other
forms of racing,
including motocross, horse racing, and dog racing, and separately to non-
racing events like jai
alai and other sports where numbered event participants are ranked based upon
their finish.
[0088] Finally, for events where finishes are ranked numerically, but where
the event
participants are not numbered visually (i.e. golf tournaments), a host could
assign a number to
each event participant in advance of the event (as in a golf tournament, where
upwards of 100
golfers compete). So, in such an example, the top finishing golfer was
assigned #42, and the
second place finisher is golfer #2, the Super Square participant holding the
"2,2" Super Square
over a certain interval (i.e. after the first round, or first 9 holes) would
be a winner.
[0089] The disclosed embodiments are intended to represent non-limiting
examples of
variations to the Super Squares games implementing the disclosed schemes in
many variations
and encompassing "scores-based" games, and variations that are associated with
"non-scores-
based" games. All of the above are non-limiting examples of potential
implementations.
Further, the totality of the above discussion advises multiple variations on
the traditional or
conventional Squares Game in order to modify the game in a manner that is
commensurate with
a desired level of participation and/or modify the game in a manner that
properly allocates
awards/reward, and a potential for multiple winners, according to an available
prize pool in
consideration of the actual level of participation. Finally, the disclosed
schemes are intended to
advantageously integrate, in an automated manner, attractive attributes of the
basic Squares
Game, fantasy sports prognostication, availability of wagering (where
authorized), and
attractiveness in the marketplace not only to individual player participants
but also to potential
sponsoring entities.
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[0090] FIG. 2 illustrates a block diagram of an exemplary system 200 for
implementing an
automated Squares Games according to this disclosure.
[0091] The exemplary system 200 may include an operating interface 210 by
which a user as a
host may communicate with the exemplary system 200. The operating interface
210 may
provide a host an opportunity to initiate the automated Squares Game and to
input any
parameters appropriate to the conduct of the automated Squares Game in the
manner outlined
above including parameters for aggregation of discrete Squares Games and
establishment of
tiebreakers, among other parameters that may be user-selectable by the host.
The operating
interface 210 may be configured as one or more conventional mechanisms common
to
computing and/or communication devices that may permit the host to input
information to the
exemplary system 200. The operating interface 210 may include, for example, a
conventional
keyboard, a touchscreen with "soft" buttons or with various components for use
with a
compatible stylus, a microphone by which the host may provide oral commands to
the exemplary
system 200 to be "translated" by a voice recognition program, or other like
device, including any
emerging wearable I/O device, by which a user may communicate specific
operating instructions
and pre-determined parameters setting to the exemplary system 200.
[0092] The exemplary system 200 may include one or more local processors 215
for
individually operating the exemplary system 200 and for carrying into effect
the disclosed
schemes in the exemplary system 200. The processor 215 may carry out routines
appropriate to
operation of the exemplary system 200, and may undertake data manipulation and
analysis
functions appropriate to the implementation of the Squares Game in any and all
of the above-
noted variations including, but not limited to, aggregation and/or leaderboard
tracking.
Processor(s) 215 may include at least one conventional processor or
microprocessor that
interprets and executes instructions to direct specific functioning of the
exemplary system 200,
and control of the automated Squares Game implementation in any of the
variations from a
mirror of the conventional Squares Game, modified as a Super Squares Game, or
otherwise
varied to include aggregation, leaderboard tracking and/or tiebreakers
according to this
disclosure.
[0093] The exemplary system 200 may include one or more data storage devices
220. Such
data storage device(s) 220 may be used to store data or operating programs to
be used by the
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exemplary system 200, and specifically the processor(s) 215 in carrying into
effect the various
player participant interacting, game displaying, leaderboard tracking,
aggregation, Super Player
identification and all forms of rewards notification functions of the
disclosed Squares Game and
Supers Squares Game schemes according to this disclosure. At least one of the
data storage
device(s) 220 may be used to store the gamification application and to
temporarily store in-
process Squares Game matrix display information. At least one of the data
storage device(s) 220
may be used to store particular identification information that may be
collected incumbent to
individual player participants requesting to play the game, or to register for
particular league,
tournament, season or selection of events. Such data storage device may also
include cumulative
scoring related to participation of each individual player participant
according to any one of the
implemented game if the case and scenarios. The data storage device(s) 220 may
include a
random access memory (RAM) or another type of dynamic storage device that is
capable of
storing updatable database information, and for separately storing
instructions for execution of
system operations by, for example, processor(s) 215. Data storage device(s)
220 may also
include a read-only memory (ROM), which may include a conventional ROM device
or another
type of static storage device that stores static information and instructions
for processor(s) 215.
Further, the data storage device(s) 220 may be integral to the exemplary
system 200, or may be
provided external to, and in wired or wireless communication with, the
exemplary system 200,
including as cloud-based storage components.
[0094] The exemplary system 200 may include at least one data output/display
device 225,
which may be configured as one or more conventional mechanisms that output
information to a
user, in this case a host, on a progress of the Squares Game. The data
output/display device 225
may be used to indicate to the host information regarding a compilation of the
matrix for a
particular game, as well as a progress of a live event with which the Squares
Game is associated.
It is not necessary that the host monitor the actual conduct of the automated
Squares Game by
the exemplary system 200, but the host is afforded that option. Further, the
data output/display
device 225 may be in the form of a printer or other data delivery means by
which the "rules" of a
particular game may be provided to each individual player participant,
particularly as those
"rules" may be modified by the host for a particular playing of the game.

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[0095] The exemplary system 200 may include one or more separate external
communication
interfaces 230 by which the exemplary system 200 may communicate with one or
more offboard
Squares game implementing components including, but not limited to an external
display, and
any user gaming device 280 on which a participant may choose to play the game,
which may be
in wired or wireless communication with the exemplary system 200. It is
anticipated that
components of the exemplary system 200 may communicate with a broad spectrum
of displays
and user gaming devices 280 that may generally be employed by each player
participant in
execution and monitoring of his or her individual participation in the Squares
Game, tournament,
league, event or the like.
[0096] The exemplary system 200 may include a game entry receiving device 235
that may be
used to receive and store individual player participant
registration/identification information for
individuals seeking to participate in a particular Squares Game. The
prospective player
participant may have to identify the live event to the exemplary system 200
with which the
prospective player participant may choose the Squares Game to be associated.
In addition to
receiving prospective player participant registration/identification
information, the game entry
receiving device 235 may be usable to interact with the user's gaming device
280 to receive a
user selection of one or more of the plurality of squares in the game matrix
for the particular
Squares Game in which the individual player participant intends to
participate. Individual player
participant selection of the one or more of the plurality of squares in the
game matrix may be
according to any of the above discussed methods, including all manner of
automated means or
user manipulation of a user interface associated with the individual player
participant's user
gaming device 280.
[0097] The exemplary system 200 may include a game implementing device 240
that may
execute functions for carrying into effect the Squares Game according to the
disclosed schemes,
and as modified by the host, in the exemplary system 200. The game
implementing device 240
may itself be a function of the processor 215, or may exist in the exemplary
system 200 as a
stand-alone component.
[0098] The game implementing device 240 may accept input from the game entry
receiving
device 235 and the randomizer device 245, which may generate the random number
schemes
described above, to generate and monitor the status of the game matrix
throughout the duration
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of the live event with which the Squares Game implemented by the exemplary
system 200 is
associated.
[0099] The game implementing device 240 may also be usable to undertake the
prescribed
aggregation scheme across multiple games or across multiple events, and
otherwise to implement
and track the disclosed leaderboard scheme.
[00100] The exemplary system 200 may include an event monitoring device 250
that may be
usable to monitor the progress of the live event with which the in-process
Squares Game is
associated. At prescribed intervals (rounds), the game implementing device 240
may receive
inputs from the event monitoring device 250 regarding, for example, a score,
or other progress,
of the live event and begin a determination scheme by which to determine
whether any player
participant may be declared a winner for each specified round in the live
event.
[0100] The exemplary system 200 may include a reward notification device 255
by which,
when a participant is determined to have won a prize, award, reward or the
like, in the form of,
for example, merchandise, discounts, coupons, cash and/or other incentives,
the user may be
immediately notified. Like the game implementing device 240 above, the reward
notification
device 255 may be a function of the processor 215, or a stand-alone device,
either of which may
present reward information user gaming device 280 to be displayed, for
example, on a display
289 of the user gaming device 280. The reward notification device 255 may be
usable as well to
advise an individual player participant as to his or her status as a Super
Player substantially in the
manner outlined above.
[0101] The exemplary system 200 may communicate with one or more user gaming
devices
280, each of which may themselves include user interface 281, processor 283,
communication
interface 285, a memory 287, and a display 289. The user as a player
participant in a Squares
Game or Super Squares Game may employ a user gaming device 280 for interaction
with the
exemplary system 200 as it carries into effect the disclosed schemes for
implementing the
Squares Game or Super Squares Game. It should be noted that one or more of the
user gaming
devices 280 by which a player participant may participate in the Squares Game
or Super Squares
Game may be, in addition to the many devices catalogued above, user-wearable
I/0 and/or
computing devices such as, for example, wearable computer/communicating
display glasses
and/or watches, biometric sensors, virtual reality (or immersion) devices
including goggles,
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helmets, tactile gloves and the like, and other known or developed wearable
components for
carrying out one or more of computing and/or communicating functions allowing
user to
communicate with the exemplary system 200.
[0102] All of the various components of the exemplary system 200, as depicted
in FIG. 2, may
be connected internally, and to one or more external components by one or more
data/control
busses 260. These data/control busses 260 may provide wired or wireless
communication
between the various components of the exemplary system 200, whether all of the
components of
the exemplary system 200 are housed integrally in, or are otherwise external
and connected to
the exemplary system 200.
[0103] It should be appreciated that, although depicted in FIG. 2 as an
essentially integral unit,
the various disclosed elements of the exemplary system 200 may be arranged in
any combination
of sub-systems as individual components or combinations of components,
integral to a single
unit, or external to, and in wired or wireless communication with the single
unit of the exemplary
system 200. Wireless communications may be by RF radio devices, optical
interfaces, NFC
devices and other wireless communicating devices according to RF, Wi-Fi, WiGig
and other like
communications protocols. In other words, no specific configuration as an
integral unit, or as a
support unit, is to be implied by the depiction in FIG. 2. Further, although
depicted as individual
units for ease of understanding of the details provided in this disclosure
regarding the exemplary
interface and control system 200, it should be understood that the described
functions of any of
the individually-depicted components may be undertaken, for example, by one or
more
processors 215 connected to, and in communication with, one or more data
storage device(s)
220.
[0104] The disclosed embodiments may include exemplary methods for
implementing
automated Squares Games. FIG. 3 illustrates a flowchart of a first exemplary
method. As shown
in FIG. 3, operation of the method commences at Step S300 and proceeds to Step
S305.
[0105] In Step S305, a gaming matrix configured of a plurality of selectable
squares associated
with a live event may be automatically caused to be displayed. Operation of
the method
proceeds to Step S310.
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[0106] In Step S310, player participant identification information for the
player participant
desiring to participate in the game associated with the live event may be
accepted and recorded.
Operation of the method proceeds to Step S315.
[0107] In Step S315, player participant input selecting one or more of the
selectable squares in
the gaming matrix may be accepted and recorded. Operation of the method
proceeds to Step
S320.
[0108] In Step S320, when all of the squares in the gaming matrix are selected
by, or otherwise
identified as being associated with, a player participant, information
identifying game-winning
numbers associated with each square may be randomly selected and inserted.
This process may
be automated to replicate the look and feel of a conventional matrix by
randomly filling orders
squares with selected numbers. Otherwise, the border numbers may be fixed and
the individual
plyer participant-selected squares maybe randomized. Operation of the method
proceeds to Step
S325.
[0109] In Step S325, the progress of the live event may be monitored. At
specified intervals
(rounds), numbers associated with the live event may be extracted to identify
a winning square
for the specified round among the plurality of squares. This may be the only,
or otherwise
simply a first, step in identifying a winner of the Squares Game for the
specified round.
Operation of the method proceeds to Step S330.
[0110] In Step S330, other qualification may be applied to identify
prospective winner for the
specified round. This may include additional qualifying information, or
additional random
information, or tiebreakers, or identification as a Super Player, or an
aggregation and/or
leaderboard scheme, or any one or more of the indicated schemes described in
detail above.
Operation of the method proceeds to Step S335.
[0111] In Step S335, a prospective winner may be presented with a reactive
advertising scheme
in which the prospective winner is presented with advertising content and then
asked a series of
questions regarding that advertising content. A prospective winner's ability
to correctly answer
questions based on the reviewed advertising content may be the last step in
qualifying the
prospective winner as the winner for the specified interval. Operation of the
method proceeds to
Step S340.
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[0112] In Step S340, the winner for the specified round may be notified of the
reward or award
for which the winner has qualified. Additional instructions may be provided,
for example, to
indicate to the winner how to redeem or otherwise collect the reward or award
for which the
winner has qualified, or in an accumulated gaming scheme, a leaderboard entry
may be provided.
Operation of the method proceeds to Step S345.
[0113] In Step S345, information regarding the winner for the specified round
(or standings on
a leaderboard) may be broadcast to all game player participants. Operation of
the method
proceeds to Step S350.
[0114] Step S350 is a determination step in which a determination is made as
to whether all of
the specified rounds, games, events in a tournament, league events or the
like, associated with
the Squares Game are complete.
[0115] If, in Step S350, a determination is made that all of the specified
rounds, games, events
in a tournament, league events or the like associated with the Squares Game
are complete,
operation of the method proceeds to Step S365, where operation of the method
ceases.
[0116] If, in Step S350, a determination is made that all of the specified
rounds, games, events
in a tournament, league events or the like associated with the Squares Game
are not complete,
operation of the method proceeds to Step S355.
[0117] In Step S355, player participant inputs modifying at least one
selection of the one or
more of the selectable squares in the gaming matrix may be accepted and
recorded, as allowed.
Operation the method proceeds to Step S360.
[0118] In Step S360, the selection and insertion of information identifying
game-winning
numbers associated with each square may be re-randomized. Operation of the
method reverts to
Step S325.
[0119] FIG. 4 illustrates a flowchart of a first exemplary method. As shown in
FIG. 4,
operation of the method commences at Step S400 and proceeds to Step S405.
[0120] In Step S405, a gaming matrix configured of a plurality of selectable
squares associated
with a live event may be established by a system. Operation of the method
proceeds to Step
S410.
[0121] In Step S410, a request from a user to participate in a gaming event as
a player may be
received. Operation of the method proceeds to Step S415.

CA 03070151 2020-01-15
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[0122] In Step S415, supplemental registration information may be read
requested and
received from the player. Such supplemental registration information may
include, for example,
information further identifying the player and/or providing some basis for
qualification of the
player to participate in the gaming event. As an example, a player may be
required to complete a
reactive advertising scheme including watching a presented advertisement, and
responding to a
number of queries regarding the content of the presented advertisement. Such
information may
be used to register the user as a player, and may also be stored for later
use, for example, as
tiebreaker information. Such information may also include input from the user
regarding a
number of specific intervals in a particular live event that the user chooses
to participate as a
player, and/or a number of particular live events in which the user chooses to
participate as a
player. Operation of the method proceeds to Step S420.
[0123] In Step S420, information identifying numbers associated with each of
the assigned
gaming squares may be displayed to the player on a display device accessible
by the player. The
display device may be, for example, a common display device in a particular
event venue, or it
may be a player's own portable mobile computing and/or communicating device,
or virtually any
other like display device by which information may be presented to the player.
Operation of the
method proceeds to Step S425.
[0124] In Step S425, the progress of the live event may be monitored.
Constantly, or at
specified intervals (rounds), numbers indicative of the progress of the live
event may be
obtained. Operation of the method proceeds to Step S430.
[0125] In Steps S430, a point value for participation of each of a plurality
of players may be
assigned based on a comparison of the obtained numbers from the progress of
the at least one
live event in identifying numbers associated with a particular selected gaming
square for each of
the plurality of players. An assigned or accumulated point value may represent
an only, or
otherwise simply a first, step in identifying a winner of the Squares Game
during and/or for the
specified round. Operation of the method proceeds to Step S435.
[0126] In Steps S435, one or more players may be notified regarding the
currently-assigned
point values based on information being sent to a display device. Operation
the method proceeds
to Step S440.
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[0127] In Step S440, additional qualification may be applied to identify
prospective winner for
the specified round. This may include additional qualifying information, or
additional random
information, or tiebreakers, or identification as a Super Player, or an
aggregation and/or
leaderboard scheme, or any one or more of the indicated schemes described in
detail above.
Operation of the method proceeds to Step S445.
[0128] In Step S445, a prospective winner may be presented with a reactive
advertising scheme
in which the prospective winner is presented with advertising content and then
asked a series of
questions regarding that advertising content. A prospective winner's ability
to correctly answer
questions based on the reviewed advertising content may be the last step in
qualifying the
prospective winner as the winner for the specified interval. Operation of the
method proceeds to
Step S450.
[0129] In Step S450, the winner for the specified round may be notified of the
reward or award
for which the winner has qualified. Additional instructions may be provided,
for example, to
indicate to the winner how to redeem or otherwise collect the reward or award
for which the
winner has qualified, or in an accumulated gaming scheme, a leaderboard entry
may be provided.
Operation of the method proceeds to Step S455.
[0130] In Step S455, information regarding the winner for the specified round
(or standings on
a leaderboard) may be broadcast to all game player participants. Operation of
the method
proceeds to Step S460.
[0131] In Step S460, the one or more selectable squares in the gaming matrix
may be
reassigned between intervals, and the players notified. Operation of the
method proceeds to Step
S465.
[0132] In Step S465, a determination may be made between intervals and/or
events as to
whether a particular player desires to aggregate point values and/or winnings
across multiple
intervals and/or events. Operation of the method proceeds to Step S470, where
operation of the
method ceases.
[0133] The disclosed embodiments may include a non-transitory computer-
readable medium
storing instructions which, when executed by a processor may cause the
processor to execute all,
or at least some, of the steps of the method outlined above.
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[0134] The above-described exemplary systems and methods reference certain
conventional
components to provide a brief, general description of suitable operating and
presentation scheme
implementing environments in which the subject matter of this disclosure may
be undertaken for
familiarity and ease of understanding. Although not required, embodiments of
the disclosure
may be provided, at least in part, in a form of hardware circuits, firmware,
or software computer-
executable instructions to carry out the specific functions described. These
may include
individual program modules executed by processors.
[0135] Those skilled in the art will appreciate that other embodiments of the
disclosed subject
matter may be practiced in myriad configurations for carrying into effect the
disclosed Squares
Game schemes with applications hosted on a broad spectrum of computing and
communicating
devices.
[0136] As indicated above, embodiments within the scope of this disclosure may
include
computer-readable media storing computer-executable instructions or data
structures that can be
read and executed by one or more processors for controlling the presentation
processes for
gaming matrices according to the disclosed schemes, and for carrying into
effect the overall
gaming schemes. Such computer-readable media can comprise RAM, ROM, EEPROM, CD-

ROM, flash drives, data memory cards or other analog or digital data storage
device that can be
used to carry or store desired program elements or steps in the form of
accessible computer-
executable instructions or data structures.
[0137] Computer-executable instructions include, for example, non-transitory
instructions and
data that can be executed and accessed respectively to cause a processor, for
example, in an
automated squares game implementing device or system to perform certain of the
above-
specified data acquisition, game implementation, and display functions.
Computer-executable
instructions may also include program modules that are remotely stored for
access and execution
by a processor.
[0138] The exemplary depicted sequences of executable instructions or
associated data
structures represent examples of corresponding sequences of acts for
implementing the functions
described in the steps of the above-outlined exemplary methods. The exemplary
depicted steps
may be executed in any reasonable order to carry into effect the objectives of
the disclosed
embodiments. No particular order to the disclosed steps of the method is
necessarily implied by
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CA 03070151 2020-01-15
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the depiction in FIGs. 3 or 4, except where a particular method step is a
necessary precondition
to execution of any other method step. Separately, not all of the depicted
steps of the methods
shown in FIG. 3 and 4 need to be implemented in any particular embodiment.
[0139] Although the above description may contain specific details, they
should not be
construed as limiting the claims in any way. Other configurations of the
described embodiments
of the disclosed systems and methods are part of the scope of this disclosure.
It will be
appreciated that various of the above-disclosed and other features and
functions, or alternatives
thereof, may be desirably combined into many other different systems or
applications. Also,
various alternatives, modifications, variations or improvements therein may be
subsequently
made by those skilled in the art which are also intended to be encompassed by
the following
claims.
39

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

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Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2017-08-10
(87) PCT Publication Date 2018-02-15
(85) National Entry 2020-01-15
Examination Requested 2022-07-10

Abandonment History

There is no abandonment history.

Maintenance Fee

Last Payment of $210.51 was received on 2023-06-12


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Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Maintenance Fee - Application - New Act 2 2019-08-12 $100.00 2020-01-15
Reinstatement of rights 2020-01-15 $200.00 2020-01-15
Application Fee 2020-01-15 $400.00 2020-01-15
Maintenance Fee - Application - New Act 3 2020-08-10 $100.00 2020-08-05
Maintenance Fee - Application - New Act 4 2021-08-10 $100.00 2021-07-20
Request for Examination 2022-08-10 $814.37 2022-07-10
Maintenance Fee - Application - New Act 5 2022-08-10 $203.59 2022-07-11
Maintenance Fee - Application - New Act 6 2023-08-10 $210.51 2023-06-12
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
MAGGIO, FRANK S.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Abstract 2020-01-15 2 77
Claims 2020-01-15 5 223
Drawings 2020-01-15 4 158
Description 2020-01-15 39 2,391
Representative Drawing 2020-01-15 1 23
International Search Report 2020-01-15 7 398
Declaration 2020-01-15 1 73
National Entry Request 2020-01-15 2 64
Cover Page 2020-03-02 1 58
Maintenance Fee Payment 2022-07-11 1 33
Request for Examination 2022-07-10 3 142
Request for Examination 2022-08-03 3 142
Amendment 2023-12-21 23 1,484
Description 2023-12-21 39 3,226
Claims 2023-12-21 5 309
Drawings 2023-12-21 4 284
Examiner Requisition 2023-08-24 5 195