Note : Les descriptions sont présentées dans la langue officielle dans laquelle elles ont été soumises.
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METHOD AND SYSTEM FOR IMPLEMENTING A VIRTUAL GAME
BACKGROUND OF TBE INVENTION
Field of the Invention
The present invention relates generally to the field of generating prize-based
virtual
games for distribution through a computer network. More particularly, this
invention
relates to methods and systems for implementing virtual games wherein a
participant
playing a virtual game may forgo accepting an offered prize in lieu of playing
the game
again, and wherein the participant is prohibited from playing to win another
prize for a
predetermined period following acceptance of an offered prize.
Discussion of Background Information
Computer networks are commonly used to enable one or more users to
participate in entertainment activities, including games of skill and games of
chance.
These games may not require the participant to pay anything to play, or they
may require
the purchase of software or other payment in order for the participant to
play. Certain of
the games offer a participant the opportunity to win prizes based upon the
outcome of their
play. Generally, games of chance that allow a participant to win prizes
require no
payment to play and are structured as sweepstakes. A sweepstakes style game
usually
comprises a simple process, whereby the participant takes an action such as
submitting an
entry or playing a short game, and the action results in a random
determination of whether
the user did or did not win a prize.
Computer implemented games are an extremely popular form of entertainment,
and advertisers often pay to insert images of their branded products and
services in order
to build brand recognition and increase revenue. Some computer implemented
games
offer prizes, and advertisers or sponsors often provide those prizes.
Sponsored prizes
offered by participating advertisers or sponsors typically comprise branded
elements, and
sometimes the branded elements appear within static displays or dynamic "pop
up"
advertisements accompanying a game. Typically, these displays appear once, and
a
participant either wins or loses the game, thereby terminating the game and
limiting
number of viewable impressions of a branded advertisement. Additionally,
static and pop-
up advertisements are easily ignored or overlooked entirely as distracting to
the process of
playing the game.
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A game offering a prize of value provides some incentive for a participant to
continue playing, thereby increasing opportunities for displaying one or more
branded
advertisements. With regard to typical on-line games, however, participants
typically win
prizes of value infrequently and/or must pay to play, both of which
characteristics
discourage high volume participation. This diminished participation rate
reduces
opportunities for high volume advertising. Furthermore, limited prize
offerings reduce
opportunities to collect valuable product preference data. A participant who
wins a game
and accepts an associated prize may continue playing for an additional prize,
thereby
monopolizing the game and the availability of sponsored prizes in the pool of
prizes
provided to incentivize high volume participation. Additionally, when a
participant wins a
game, a prize is offered so that a participant is left with only the options
of accepting the
prize or terminating play. These games often offer no option for forgoing
acceptance of a
prize in favor of continuing to play in hopes of winning a more desirable
prize. This too
limits opportunities for collecting valuable data associated with a brand or
product or
service associated with a plurality of sponsored prizes.
The net result of these inadequacies of existing games is loss of valuable
advertising revenue associated with acknowledged impressions of a branded
product or
service and loss of preference data associated with high volume participation
and
participant selections. For these reasons, a need exists for systems and
methods for
distributing interactive, high volume branded advertising within a prize-
incentivized
virtual game-based format that encourages participation from a high volume of
participants who provide valuable preference data by selecting particular
sponsored prizes
in lieu of accepting any alternatively offered prize for a specified period of
time.
SUMMARY OF THE INVENTION
The present invention provides a novel computer implemented methods for
generating games for entertaining a user and computer systems and software for
carrying
out the same. The methods and systems of the present invention overcome many
of the
limitations of prior art computer-implemented games. According to the present
invention,
if the game participant is offered a prize, he or she is presented with the
choice of
accepting or rejecting the prize. If the participant accepts the prize, the
participant is
awarded the prize and restricted from accepting prizes for some period of
time. If the
participant rejects the prize, the participant is permitted to continue game
play in hopes of
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obtaining a more desired prize in future iterations of the game. Preferably
the participant
does not pay anything of value to participate in the game.
Accordingly, the present invention, in one exemplary embodiment, provides a
computer implemented method for generating a game comprising the steps of
receiving a
request from a participant terminal to participate in a game. In response to
receiving the
request to participate in a game, enabling game play at the participant
terminal;
determining the game outcome; and revealing at the participant terminal
whether the
determined outcome is a winning game outcome. If the outcome is a winning
outcome, the
participant is offered a prize and the choice to accept the prize. If the
participant accepts
the prize, the participant is subject to a temporal lock out.
In one embodiment, the present invention is directed to a system and method
for
distributing interactive, high volume branded advertising within a prize-
incentivized
virtual game-based format. The interactive games generated by the present
invention
encourage participation by a high volume of participants who provide valuable
preference
data by selecting particular sponsored prizes in lieu of accepting any other
prize for a
specified period of time. The system may offer many prizes to a participant
who may pass
on prizes and continue playing and engaging with visible advertisement
impressions until
receipt of a desired prize. Once a participant accepts an offered prize, the
system prevents
that player from accepting another prize for a period of time, thereby
establishing a
lockout period that discourages players from accepting every offered prize.
This incentive
to play repeatedly in hopes of receiving a desired prize increases
opportunities for
displaying impressions of branded items and services.
In one embodiment, the present invention comprises a computer-implemented
method for generating a prize-incentivized interactive game. The method
comprises
providing a game play server in communication with a computer network, and the
game
play server comprises a processor portion and a memory portion. The memory
portion has
stored thereon a set of executable steps adapted for execution by the
processor portion.
The executable steps comprise receiving a request to participate in a game
play session
- from a participant terminal, wherein the participant terminal is in
communication with the
computer network. In response to the request, the executable steps comprise
instructing
the processor portion to generate a game for display at the participant
terminal. In one
outcome, the game corresponds with an offer type virtual game ticket having an
offered
prize associated therewith. The game displays one or more selectable choices,
wherein
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one choice is to accept the offered prize and thereby prohibit subsequent
acceptance of a
prize for a predetermined period of time. In another outcome, the game
corresponds with a
non-offer type virtual game ticket having no offered prize associated
therewith thereby
presenting no prize-related prohibition to subsequent acceptance of a prize.
The
executable steps further comprise instructing the game play server to transmit
the
generated game for display at the participant terminal
As indicated above, in some embodiments, the generated game may comprise
branded advertising impressions inserted as elements of the game. The branded
advertising impressions may represent an offered prize and potential future
prize offerings.
The potential future prize offerings incentivize a participant to decline an
offered prize in
favor of continuing to play subsequent virtual games in the hope of receiving
an offer for a
~. more desirable and/or valuable prize.
The present invention also comprises a system for executing the embodiments of
the method of the present invention. One embodiment of the system for
generating an
interactive virtual game comprises a game play server in communication with a
computer
network. The game play server comprises a processor portion and a memory
portion, and
the memory portion has stored thereon a set of executable steps adapted for
execution by
the processor portion. The executable steps comprise receiving a request to
participate in
a virtual game from a participant terminal, wherein the participant terminal
is in
communication with the computer network, and wherein one or more specified
prizes are
provided during the virtual game session by one or more advertisers. The
virtual game
session comprises a predetermined number of virtual games, each virtual game
comprising
a graphical representation of a virtual game with one or more game elements of
the
graphical representation comprising branded advertising.
The executable steps stored on the memory portion further comprise instructing
the processor portion to generate a virtual game for display on a graphical
participant
interface of the participant terminal in response to the request to
participate in the virtual
game session and instructing the game play server to transmit the generated
interactive
virtual game for display at the participant terminal. The virtual game is
either a prey
determined winning virtual game offering a sponsored prize or a pre-determined
non-
winning virtual game. A participant receiving a non-winning virtual game can
redeem the
non-winning virtual game for a new virtual game, and a participant receiving a
winning
virtual game can accept the sponsored prize or decline the sponsored prize.
Acceptance of
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the sponsored prize triggers a temporal lockout prohibiting the participant
from accepting
another prize for a period of time. The declination of a sponsored prize from
a winning
virtual game results in no temporal lockout.
In another embodiment, the system further comprises an advertiser database in
communication with the computer network. The advertiser database stores
advertiser
identification information for one or more participating advertisers and game
elements
representing one or more sponsored prizes associated with each advertiser for
selective
retrieval by the game play server during the step of generating a virtual game
for display at
the participant terminal.
BRIEF DESCRIPTION OF THE DRAWINGS
t FIG. 1 is a schematic showing an overview of an embodiment of the system of
the present invention.
FIG. 2 is a schematic showing an embodiment of the method of the present
invention.
FIG. 3 depicts an embodiment of a virtual interactive game displayed on a GUI
according to one embodiment of the present invention.
FIG. 4A depicts an embodiment of a virtual interactive game displayed on a GUI
according to one embodiment of the present invention.
FIG. 4B depicts an embodiment of a virtual interactive game displayed on a GUI
according to one embodiment of the present invention.
FIG. 5 depicts a method of use of an embodiment of the system of the present
invention.
DETAILED DESCRIPTION
The present invention resolves the stated deficiencies of typical interactive
gaming systems and methods. In one embodiment the present invention provides a
game
in which a user participates to obtain a prize. The prize may be of nominal or
substantial
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value and may include, for example, a good or service, or a provision of a
purchase
discount or coupon. When presented with the prize, the participant must choose
whether
to accept the prize and be restricted from accepting prizes in future
iterations of the game
for a period of time or from participating in game play for a period of time,
or decline the
prize and continue participating in further iterations of the game in the hope
of obtaining a
different result.
In another embodiment, the system and method of the present invention
distribute interactive, high volume branded advertising within a prizo-
incentivized virtual
game-based format. The interactive games generated by the present invention
encourage
participation by a high volume of participants who provide valuable preference
data by
selecting particular sponsored prizes in lieu of continuing to play for
alternative prizes for
a specified period of time. The system may offer many prizes to a participant
who
declines accepting those prizes and continues playing and engaging with
visible
advertisement impressions until the system offers a desired prize. Once a
participant
accepts an offered prize, the system prevents that player from accepting
another prize for a
period of time, thereby establishing a lockout period that discourages players
from
accepting every offered prize. This incentive to play repeatedly increases
opportunities for
displaying impressions of branded items and services.
FIG. 1 depicts an overview of the game system 100 of the present invention.
This system includes a game terminal 105 in communication with a plurality of
participant
terminals 107 that are communicating through a computer network. Because the
present
invention is available on a global level, and because the Internet 130 is a
global electronic
communications network linking private and public networks and computers, the
Internet
130 is an appropriate medium for facilitating the present invention. The
plurality of
participant terminals 107 are preferably devices capable of communicating with
the
Internet 130 through wired or wireless means, devices for example such as a
laptop
computer 110, a stationary computer 115, a personal computing device (PCD)
120, and a
cellular telephone 125.
In one embodiment, the game terminal 105 is a computer that comprises
elements typical of a computing system. These elements include items such as a
monitor
135, a keyboard 140, a processor such as a central processing unit (CPU) 145,
and a
memory storage area 150. The memory storage area 150 may be random access
memory
(RAM), or a combination of RAM and some removable memory storage means such as
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floppy disk, EPROMs. PROMs, or USB storage devices. The memory storage area
150
contains executable computer readable code, or software 155, for executing the
present
invention. In an alternative embodiment, the memory storage area 150 may be a
database
server 160 for an added level of security and more expansive storage capacity.
In an
alternative embodiment, the game terminal 105 optionally also may communicate
with an
application server 165 that stores and executes the software 155 and with a
web server 170
that hosts an interactive website. One skilled in the art will understand that
these hardware
elements are depicted by way of example only and that any combination of
computing
elements may execute the present invention. For example, the CPU 145 and
memory
storage area 150 of the game terminal 105 may be embodied on a server and
multiple
databases may exist on that same server instead of as one or more independent
database
servers 160.
Firewalls 172 optionally may exist between the game terminal 105 and the
Internet 130 or between any of the servers 160, 165, 170 and the Internet 130.
Bi-
directional routers (not shown) also may be disposed between each of the
plurality of
participant terminals 107 and the Internet 130, and between the Internet 130
and the game
terminal 105. Additionally the laptop computer 110, stationary computer 115,
PCD 120,
and cellular telephone 125 are shown by way of example only and an unlimited
number of
participant terminals 107 may communicate with the game terminal 105.
Taking FIGS. 1 and 2 together, one embodiment of a computer-implemented
virtual game-based method 200 of the present invention comprises several steps
involving
components of the game system 100. A first step S205 to providing an
interactive virtual
game comprises providing the game terminal 105, which, in one embodiment, is a
game
server in communication with a computer network, such as the Internet 130. The
game
terminal 105 hosts the software 155, the set of executable steps, that
instructs portions of
the system 100 and data structures stored thereon to interact and produce an
interactive
virtual game for display at a user terminal 107. In one embodiment, the game
terminal
105 serves the virtual game, and in an alternate embodiment, the game terminal
105 serves
a standalone script to a user terminal 107. In another embodiment a
participant may
download the software 155 to the participant terminal 107 from the game play
server
and/or game terminal 105. A participant may access the interactive website
hosted by the
web server 170, for example, and download some or all of the software 1 55
over the
computer network, e.g. the Internet 130, to the participant terminal 107. The
downloaded
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software 155 will execute on the participant terminal 107 and will instruct
the processor of
the participant terminal 107 to retrieve data from the components of the
system 100 and
generate a virtual game. In yet another embodiment, portions of the software
155
generating a virtual game may execute at the game terminal 105 and portions
may execute
on a processor of the participant terminal 107. In another embodiment, the
participant
may acquire the software 155 from a transferable medium from which the
software 155 is
uploaded onto the participant terminal 107.
Returning to the method of FIG. 2, the software 155 executes a second step
S210
of receiving a request at the game terminal 105 from a participant terminal
107 also in
communication with the computer network, wherein the request is to participate
in a
virtual game such as a game of skill or a game of chance. A game of skill may
be, for
example, a crossword puzzle, a trivia game, a logic game or a game requiring
physical
interaction with a bio-feedback controller, such as a golfing game responsive
to a
handheld biofeedback wand simulating interaction with a golf club. Games of
skill
require a high level of participant interaction and a successful outcome of
game play is
determined by the skill level of the participant. In one embodiment, losing at
a game of
skill automatically issues an instruction to decline acceptance of a prize
that otherwise
would be offered in that iteration of game play. A game of chance may be, for
example, a
video slot machine game or a tic-tac-toe style matching game. Success of
winning at a
game of chance is independent of the participant's skill level. The virtual
game may be a
sweepstakes, requiring no fee payment as entry to participate in game play or
the virtual
< game may require that a participant pay a fee to play.
When the game being requested is a game of chance, the outcome may be
predetermined by the game terminal 105. In such embodiments the participant is
essentially requesting outcomes from the game terminal 105, and the game
terminal 105
transmits the outcomes over the computer network to the participant terminal
107. When
the game being requested is a game of skill. the outcome may be determined in-
part by the
skill of the participant. In such embodiments, based upon the skill of
participant the game
terminal 105 generates an outcome and transmits that outcome to the
participant terminal
107 via a computer network. In both games of chance and games of skill, where
the
outcome of the game is an "offer" or the game is a winning game, the
participant is
offered a prize and given the choice to accept the prize. If the participant
accepts the
prize, the participant is prohibited from accepting prizes in future
iterations of the game
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for a period of time or prohibited from participating in future iterations of
the game for a
period of time.
In still other embodiments game play may comprise a game that is a combination
of skill and chance. For example, if a goal or score must be met to win prize,
then the
specific prize is awarded every "n" number of games in which the specific
prize goal was
met. The specific prize goal may be met by skill of the participant during a
game (e.g.,
hitting a specific target or getting a certain score) as well as by random
chance (e.g., a
10% chance each time a certain target is hit or a certain score is obtained
the user is
awarded a prize). In such embodiments, based upon input on input from the
participant,
an outcome is determined. If the outcome is a winning outcome, an offer game
ticket is
generated or pulled from the queue of pre-generated game tickets 174 and the
participant
C. is offered the prize associated with that game ticket 174. If the
participant accepts the
prize, the participant is subjected to a temporal lockout.
Each virtual game comprises a graphical representation with one or more game
elements. In one embodiment, the one or more game elements 185 comprise one or
more
branded advertising impressions, defined as an appearance of a product or
service being
advertised. Once the CPU 145 receives a request from a participant terminal
107 to
participate in a game session by playing a virtual game, a third step S215
comprises
instructing the CPU 145 to generate a virtual game for display on a GUI of a
participant
terminal 107. _ A final step S240 comprises instructing the game terminal 105
to transmit
the interactive virtual game to the GUI of the participant terminal 107 for
display.
~. The virtual game is either a winning game that will offer a prize, or a non-
winning game that presents no offered prize. In one embodiment, the prizes are
sponsored
by advertisers desiring propagation of virtual impressions of their branded
goods and
services. A participant receiving a non-winning virtual game at the
participant terminal
107 can request to play a new game. In one embodiment, this request may be
affected by
redeeming the non-winning virtual game for a new virtual game. A participant
receiving a
winning virtual game at the participant terminal 147 can accept the prize or
decline the
prize. In one embodiment, the acceptance of the prize triggers a temporal
lockout that
prohibits the participant from accepting another prize for a predetermined
period. The
pre-determined period may represent, for example, a pre-set period of time
associated with
the value of the accepted prize and/or may represent a number of subsequent
rounds of
game play. Allowing or requiring a participant to continue playing without
taking a prize
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thereby increases the number of opportunities to display marketing
impressions, i.e. the
number of opportunities for advertisers to display their branded products
and/or services.
In another embodiment, accepting a prize may prohibit the participant from
further game
play for a preset period of time associated with the value of the accepted
prize and/or may
represent a number of subsequent rounds of Same play or subsequent number of
prizes
accepted by other participants.
In certain embodiments the period of time a participant is prohibited from
participating in game play upon accepting a prize may be related to the
accepted prize or a
participant's past performance. For example, in one embodiment the period of
time the
participant is prohibited from participating in game play or accepting a prize
is
proportional to the monetary value of the prize accepted, i.e., the greater
the monetary
C, value of the prize, the greater the period of time the participant is
prohibited from
participating in game play. In another embodiment the period of time the
participant is
prohibited from participating in game play or accepting a prize is related to
a participant's
past performance. For example, the time period may be related to the monetary
value of
prizes accepted by a participant over a given time period; if a participant
accepts $100 in
prizes in a one month period, the participant is thereafter prohibited from
participating in
the game of chance for one week, however, if a participant a participant
accepts $500 in
prizes in a one month period, the participant is thereafter prohibited from
participating in
game play for one month. In other embodiments the period of time may be
defined in
terms of the number of game plays. For example, where the participant accepts
a prize the
user may be prohibited from accepting another prize until he or she has
participated in 20
additional iterations of the game. In other embodiments the participant may be
prohibited
from participating in game play or accepting a prize for until the participant
takes some
action. For example, the participant may be prohibited from participating in
game play or
accepting a prize until he or she completes a task such as redeeming a coupon
or gift
certificate that he or she accepted. In another embodiment the game play
terminal 105
randomly assigns a lock out period to an offered prize and a participant may
want to
accept the prize but with a shortened lockout period. The participant may then
bid for a
shorter lock out period and depending on an independent predetermined
probability, the
game system 105 will either accept that bid or withdraw the offer for the
prize.
In any embodiment, the system 100 recognizes participants and stores
identification data associated therewith in a participant registry, which may
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the database server 160 or in the memory portion 150 of the game terminal 105,
for
example. Participants maybe recognizable by data, such as cookies and/or MAC
address,
stored on their participant terminals 107, and/or the system may require that
participants
register their Identification information, such as a username and password,
with a
participant registry stored on the database server 160 or in the memory
portion 150 of the
game terminal 105. The participant registry also may store other useful
participant
attributes and demographic information such as age, gender and geographic
location, all of
which may provide valuable information to advertisers analyzing participant
choices with
regard to offered and accepted (and/or declined) prizes. A player may accept a
prize
offered by the virtual game by, for example, aligning a cursor with an
interactive field on
the virtual game displayed at the user terminal and executing a mouse click to
instruct the
software 155 to record the user selection. This selection data is then
registered in
connection with the participant identification along with an indicator
triggering a temporal
lockout period.
In embodiments requiring a participant to register with the system 100, the
registration process may request personal information from the participant
such as gender,
age and geographical location. In certain embodiments, the system 100 may use
the
registration information to select prizes to present to the participant. In
still other
embodiments, when a participant is required to register prior to
participation, the
registration may include a selection of a class of category of prizes
preferred by the
participant. For example, in one embodiment, when registering a participant
may select
prize preferences relating to a class of travel and specifically a preferred
category of hotel
stays or airline tickets. Thereafter, the prizes presented to the participant
will be related to
the selected preferences. In still other embodiments registration may require
the
participant to provide personal information, create a participant name, and a
password.
In those embodiments requiring the participant to register, once the
participant
has registered with the game system 100, the participant is assigned a unique
participant
ID and password, which the participant subsequently uses to log onto the game
system
100 to request a game. once the participant logs onto the game system 100 the
participant
may be presented with a plurality of games from which to select. The games may
include
games of chance, games of skill, or some combination thereof.
One or more specified prizes are provided during a game play session by one or
more advertisers or sponsors. The game play session comprises a predetermined
number
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I
of virtual games and/or a predetermined maximum period of time during which a
predetermined number of games are available for playing. The predetermined
number of
games comprises winning games, each offering a prize, and non-winning games
offering
no prize. Each of the predetermined number of games is randomly associated
with a
virtual game ticket 174 selected from an equal number of pre-generated virtual
game
tickets 174 stored in a registry on the game terminal 105 or an associated
server in
communication with the computer network, such as an application server 165.
Data
associated with a game ticket 174 determines whether a generated game will
offer a prize
or not. Each game ticket 174 will be played only once and by only one player,
thus each
virtual game ticket 174 in the limited pool of pre-generated game tickets 178
produces a
single-use virtual game.
In order to facilitate generation of game tickets 174, the game play terminal
105
may include a program or software 155 for generating a random data stream
comprising a
finite series of outcomes, i.e., "offer" or "non offers" Oi ... On (e.g., ...
offer a prize of
$1, non-offer, non offer, non-offer, offer prize of $5, non-offer, offer prize
of $2.. -etc.).
The system 100 pre-generates the number of offer type and non-offer type game
tickets
174 according to certain criteria. For example, where the game is a game of
chance, the
aggregate of all offers/non-offers in any random prize data stream may be a
predetermined
percentage of all "tickets" represented by the outcomes in the random prize
data stream.
However, the game tickets 174 may be generated contemporaneous with or
simultaneous
to a request by a participant to participate in game play.
C Each virtual game ticket 174 comprises data identifying an offer type 176,
i.e. an
"offer" or a "non-offer," and if the game ticket 174 is an "offer" the game
ticket 174
further comprises a prize type 178. The offer type 176 pre-determines whether
the game
played will provide an offer for a prize, and the prize type 178 determines
the type of
offered prize selected from a number of tiers of prizes available for
association with
"offer" type game tickets 174. A prize type 176 may be, for example, a
product, a service,
a monetary sum, a discount, a promotional offer, a gift certificate or an
affinity coupon.
The game system 100 further may parse each prize type 178 into tiers according
to value.
The game play session may comprise a certain number of offerings of each prize
type 178
and a certain number of prize types 178 in each value tier. For example, only
one
automobile may be available for winning but 10 gift certificates worth $100
each may be
available for offering. A participant offered a $100 gift certificate may
forgo accepting
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that prize in hopes of winning the single automobile prize. The game system
100 thereby
encourages participants to play virtual games repeatedly during a game session
by offering
prizes regularly and requiring participants to make choices whether to accept
prizes and be
locked out or whether to continue playing. The game system 100 offers prizes
regularly,
for example at a rate of one in three games played, and at a higher rate than
most online
games. This is achievable because participants will accept a prize only when
they are
willing to forgo accepting any other prize and/or forgo playing any additional
games for a
temporal lock out period. This means that participants will not accept every
offered prize,
and, therefore, participants will not deplete the pool of prizes rapidly.
The type of game selected during a game play session determines how "offer"
and "non-offer" virtual game tickets are displayed to a participant over the
course of a
game. Each game type, whether a game of skill or a game of chance, is
represented by a
game template 180. In one embodiment, the plurality of game templates 180
exists on the
memory portion 150 of the game terminal 105. In another embodiment, a
plurality of
game templates 180 may exist in a database server 160 in communication with
the game
terminal 105 and/or application server 165 or the plurality of game templates
180 may
exist in a database retained on an application server 165. When a participant
requests a
game, the software 155 instructs the CPU 145 to select the game template 180
representing the requested game from the plurality of game tickets 180 stored
on the game
terminal 105 or a server associated therewith, such as the application server
165.
The gams template 180 comprises a plurality of game elements 185 and one or
{ more optional interactive links 190a, 190b, as depicted in the embodiment of
FIG. 3. A
game template 180 thereby depicts a layout for populating game elements 185
and
optional interactive links 190a, 190b on a GUI of a user terminal 107. The
game elements
185 may comprise, for example, one or more symbols, images, and/or text
representing
offered prizes and/or one or more symbols, images, and/or text representing
potential
future prizes not currently offered. By appearing during the game and as an
integrated
part of the interactive virtual game, impressions of non-offered prizes raise
awareness
about the product or service represented by the non-offered prize and indicate
to a
participant the products or services that may appear as prizes in subsequent
games
generated during the game play session. The template 180 displays these non-
offered
prizes in a manner such that the participant readily distinguishes the non-
offered prize
from an offered prize. The game elements 185 may or may not comprise branded
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advertising impressions. Some embodiments of the present invention may
comprise
generating virtual games bearing no branded advertising elements, and in those
embodiments, the underlying functionality of user decision making and temporal
lock out
periods would remain unchanged. In embodiments comprising branded advertising
impressions, the high volume incentivized game play achieves a desirable
result. Because
the advertising impressions are integrated as game elements 185, a participant
acknowledges those elements instead of viewing the branded advertisement
elements as
distracting to the focus of playing a virtual game.
In the embodiment of FIG. 3, the virtual game is a tic-tac-toe style game of
chance and the game elements 185 on the game template 180 are distributed in a
3x3 grid
displayable on a GUI of a user terminal 107 along with interactive links 190a,
190b, that
enable a participant to elect switching games or discontinuing play. In this
embodiment
the game elements 180 are interactive so that a participant may select three
adjacent
squares in an attempt to win the game and receive an offer for a prize pre-
associated
therewith. In another embodiment, such as that of FIG. 4A, the grid is fully
revealed on
the GUI display to the participant without requiring any additional
interaction. This type
of display increases the number of displayed impressions of a branded mark,
product,
and/or service. The participant here is presented with selectable links 190a,
190b, 190c
for switching to another game template 180 (e.g. switching from tic-tae-to to
a slot
machine game), paying the same game template 180 again, or discontinuing play
by
logging out of the game play session, for example. In the embodiment of FIG.
4B, as the
participant interacts with the GUI and clicks on the game elements 185 in the
generated
game based on the game template 180, prize images 195 appear. For a virtual
game
template 180 paired with an "offer" type virtual game ticket 178 during
generation of a
virtual game, revealing cells one at a time ultimately results in displaying
three identical
prize images 195 in a-row (down, across or diagonal). The remaining cells will
show
different non-offer prize images 195. For a virtual game template 180 paired
with a "non-
offer" type virtual game ticket 178 during generation of a virtual game,
revealing all cells
will not result in three prize images 195 in a row thus indicating a losing
game.
In another embodiment (not shown), a slot machine game associated with an
"offer" type game ticket 174 will display a prize image 195 of an offered
prize of the pre-
determined prize type 178 in each of game elements 185 representing the three
squares in
the middle row of a virtual slot machine.. Other prize images 195 comprising
one or more
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CA 02692064 2010-02-05
Ii
prize types 178 may appear in the rows above and below the "offer" row. In
another
embodiment (not shown), a slot machine game associated with a "non offer" type
game
ticket 174 will display multiple non offered prize images 195 in a pattern
indicative of a
losing combination (e.g. prize A, prize A, prize B).
Each game played is a single-use game randomly associated with a single-use
game ticket 174 that predetermines the prize offering outcome. Additionally,
the number
of "offer" type game tickets 174 and "non-offer" type game tickets 178 pre-
generated for a
game play session, such as a sweepstakes period, is predetermined according to
one or
more criteria registered and stored in the memory portion 150. The criteria
may be
determined by the host of the game terminal 105, by the advertisers sponsoring
prize
offerings or by some combination of the two. In one embodiment, advertisers
pay the
entity owning the game terminal 105 for Incorporating a pre-selected number of
branded
advertising impressions and/or click throughs or purchases associated with
those
impressions.
One criterion for pre-generating a group of virtual game tickets 178 is an
estimated number of plays for a game session. Prize images 195 associated with
sponsored prizes are stored, for example, in a registry on an advertiser
database server (not
shown), or on an existing database server 160, or on the memory portion 150 of
the game
terminal 105. The advertiser registry allows advertisers to interact with the
game terminal
105 and purchase a number of impressions of each prize type 178 and prize
value tier. For
example, a game session may span a 24 hour period during which an estimated 1
million
participants will play virtual games for 15 minutes each. If, on average, a
virtual game is
played four times in one minute, each participant will consume, or play, 60
game tickets
178. Therefore, the game system 100 will need to generate at least 60 million
game
tickets 178. The estimated number of virtual games played may be based on
history,
trends, marketing events, intended and unintended publicity, day of the week,
holidays,
daily increase in play, and/or national sporting events. The game system 100
may track
continuously participation rates to further refine the estimated number of
plays and
variables associated with that estimation.
For a game session, the predetermined number of "offer" type and "non-offer"
type game tickets 178 may depend on a maximum number of prizes that can be
accepted.
Each prize type 178 will comprise a specific quantity of prizes available for
distribution to
participants accepting prize offers. Once participants accept the maximum
number of
CA 02692064 2010-02-05
prizes for prize type 178, the software 155 instructs the game system 100 to
remove all
remaining "offer" type game tickets 178 comprising a call for that prize type
178 from the
queue of pre-generated game tickets 178. Those removed game tickets 178 no
longer will
be available for pairing with game templates 180 during the generation of a
virtual game.
For a game session, the predetermined number of "offer" type and "non-offer"
type game tickets 178 may depend on a claim probability per prize type 178. A
"claim
probability" is the number of times a participant accepts an offered prize
type 178 divided
by the number of times the system 100 offers that prize type 178. For example,
a discount
of "$20 off of $100 spent at Electronics Megastore" might have a claim
probability of two
percent while an MP3 player might have a claim probability of ninety eight
percent
because more participants offered an MP3 player will want to accept that
prize.
The game terminal 105 may then calculate a number of 'offer" type game tickets
174 per prize type 178 offered by an advertiser or a sponsor. This calculated
number is
equal to the maximum number of a prize type 178 provided by an advertiser or a
sponsor
divided by the "claim probability," or the probability of a participant
choosing to claim
that prize type 178. For example, if Electronics Megastore provided 100
discount prize
types 178 of "$20 off of $100 spent at Electronics Megastore," the number of
winning
game tickets 174 presenting this prize type 178 would be one hundred (100)
divided by
two (2) percent. Because that offered discount prize is only accepted two
percent of the
time, the game system 100 can offer this prize type 178 five thousand (5000)
times. If an
MP3 manufacturer provided 5 MP3 players, the number of winning game tickets
for the
MP3 player would be five (5) divided by ninety eight (98) percent, or
approximately five
(5). Because this is a more highly desired prize type 178, participants accept
this product
with at a nearly 1:1 offer to acceptance ratio.
For a game session, the predetermined number of "offer" type and "non-offer"
type game tickets 174 may depend on a desired offer rate. The "offer rate" is
the
percentage of game tickets 178 that are "offer" type game tickets 178. This
rate
determines how often a participant will receive an offer while playing virtual
games
during a game session. Additionally, for a game session, the predetermined
number of
"offer" type and "non-offer" type game tickets 174 may depend on a total
number of
offers. The number of "offer" type virtual game tickets 174 needed to fulfill
a game play
session is the estimated number of games played multiplied by the offer rate.
Conversely,
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the system 100 may calculate the offer rate based on the total number of
offers divided by
the estimated number of virtual games played during a game session.
In still another embodiment (not shown) the game may be a game of skill such
as
a computer-based simulated golf game. In such an embodiment a participant
provides one
or more input parameters (e.g., a speed and angle associated with a swing of a
simulated
golf club), and a trajectory is calculated for a simulated golf ball based on
the input
parameters. In the event that it is determined, preferably by the game
terminal 105, that the
participant was successful, a game ticket 174 that is a winning game ticket
174, i.e., an
offer is either generated or pulled from the queue of previously generated
game play
tickets 174, and the participant is offered a prize. The participant may
choose to accept
the offer, whereby the participant is subjected to a temporal lock out.
Once the game terminal 105 predetermines a number of "offer" type and "non-
offer" type game tickets 174 for a game session and generates those game
tickets 174, one
or more participants may interact with the game system 100 to play
interactive, prize-
incentivized virtual games. FIG. 5 depicts an embodiment of such interactive
game play.
In embodiments requiring participants to register identification information,
a log on stop
3505 initiates game play. At a request step S510, a participant places a
request to the
game terminal 105 from a participant terminal 107 communicating with the game
terminal
105 via a computer network, such as the Internet 130. At a receipt step S515,
the
participant terminal 107 receives a virtual game generated and transmitted by
the game
terminal 105, During generation of a virtual game, the software 155 pairs a
selected game
template 180 with a single-use game ticket 174 that pre-determines whether the
virtual
game will be an "offer" type game that offers a prize of a pre-determined
prize type 178,
or a "non-offer" type game. At a display step S520, the GUI displays the
virtual game
comprising game elements 185 such as branded advertisements, text, and/or
symbols. At
a play step S525, a participant interacts with the GUI display of the virtual
game,
performing any steps required to complete that instance of game play. A first
consideration step S530 reviews whether the single-use game ticket 174
associated with
the instance of virtual game play is an "offer" type or a "non-offer" type. If
the game
ticket 174 instructs the virtual game template 180 to display a prize image
195 of an
offered prize at the GUI, the participant must decided at a second
consideration step S535
whether to accept or decline the offered prize.
17
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If the participant accepts the offered prize at an acceptance step S540, an
acceptance datum is transmitted the game server so that prize fulfillment
occurs and, more
importantly, so that the game system 100 prohibits the participant from at
least accepting
another prize for a pre-determined lockout period. Following the lock out
period
S associated with the acceptance step 5540, a participant may accept another
prize during
subsequent rounds of game play. In one embodiment, the temporal lock out may
prohibit
a participant from engaging in subsequent rounds of game play. In a preferred
embodiment, the participant may continue playing virtual games while the
software 155
on the game terminal 105 continuously declines any offered prizes
automatically until the
end of the lockout period. In this latter embodiment, the participant may
practice at games
of skill and, in embodiments wherein game elements 185 comprise branded
advertising,
the participant will receive exposure to an increased volume of branded
advertising
elements.
A similar high volume exposure rate exists if the participant declines an
offered
prize at the second consideration step S535 or if the game ticket 174
associated with the
instance of game play is a "non-offer" type. In either case, the participant
may opt to play
again at a third consideration step S545, thereby generating another virtual
game from a
game template 180 associated with a pre-generated virtual game ticket 178. In
embodiments wherein game elements 185 comprise branded advertising
impressions, the
participant electing to play again in lieu of accepting an offered prize
receives increased
exposure to those advertising impressions. Instead of playing again, the
participant may
opt to discontinue play at an end step S550, which may require logging off of
the game
play server or game terminal 105 in embodiments requiring a participant to
register and
log in to play. In one embodiment, the selectable options available to a
participant at the
second consideration step S535 and third consideration step- S545 are
presented by the
virtual game template 180 as selectable hyperlinks, such as the selectable
links 190a-190e
presented in the game embodiment depicted in FIGS. 4A and 4B.
In those embodiments in which the game of the present invention is used as a
means of branded advertising, the prizes awarded to participants may be
provided by
advertisers. As used herein, the term "advertiser" is used in the broadest
sense to mean
any individual, business entity or other organization that wishes to advertise
their
respective services and/or products by way of the system 100 and includes both
advertising agencies and entities who are advertising their goods and/or
services.
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CA 02692064 2010-02-05
Advertisers interested in making use of this system provide prizes and/or pay
to have their
product displayed in connection with the game. In one embodiment an advertiser
registers
identification information with the system and receives a unique advertiser ID
and
password. If the advertiser wishes to advertise its products by having its
products offered
as prizes or otherwise associated with a game, it first signs in to the
registry stored on the
game terminal 105, fore example, by entering its unique advertiser ID and
password. The
advertiser is then provided options as to the games that are available and
with which an
advertiser may to associate its products.
Where game play is conducted in connection with branded advertising an
advertiser may obtain real-time information regarding participant preferences
and may
adjust prize offerings in current or subsequent game sessions based upon those
preferences. Furthermore, an advertiser may access the system at any time via
the
advertiser registry to monitor game play, retrieve data regarding its prizes,
or modify the
presentation of its advertised products.
Following initial registration, an advertiser may manage product enrollment
through the advertiser registry. An advertiser may operate at an advertiser
terminal (not
shown), which may comprise a personal computer running a web browser that
establishes
a secure connection through the computer network with the advertiser registry
on the
game system 100. Another embodiment of the advertiser terminal might comprise
a
personal computer running a software application locally that enables
management of the
advertiser's products. The software application transmits, either dynamically
or based on a
command, the choices made by the advertiser to the advertiser registry. The
advertiser
terminal also has the capability to dynamically communicate with the
advertiser registry
so that the advertiser may monitor game play, retrieve data regarding its
prizes, or modify
the presentation of its advertised products in real time.
Not every embodiment requires the presentation of branded advertising
impressions, but the high volume nature and accessibility of virtual
interactive games
provides an unparalleled medium for engaging targeted participants with
branded
advertising. Standard sweepstakes and lottery games are incapable of achieving
the
activity volumes and high percentage prize offerings of incentivized virtual
game play.
Furthermore, existing "real world" sweepstakes and lottery games are limited
to
presenting only a small percentage of winning game tickets because the
participant
winning a prize automatically must accept that prize. The present invention
enables a
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CA 02692064 2010-02-05
participant to decline an offered prize in hopes of acquiring a more desirable
prize. In
embodiments of the present invention incorporating branded advertising
impressions, the
game system 100 is capable of collecting relative valuation data which is
highly valued by
advertisers. By collecting and analyzing participant decisions and participant
characteristics and demographics as well as other variables, such as time of
day, day of
week, etc. that offered prizes are accepted, the game system 100 can provide
advertising
companies and companies advertising their brand of products with valuable
feedback on
the desirability of their products and services. Participant data may be sent
from the
advertiser registry to the advertiser terminal for further analysis. Based
upon the
participant information the advertiser may choose to alter or amend its prize
offerings. In
the event that the advertiser chooses to alter or amend its prize offerings it
may do so by
communicating with the advertiser registry. For example, an advertiser may
test several
different prize presentations, including various groups of bundled prizes, in
order to
understand which of the various presentations has the highest acceptance rate.
It is noted that the foregoing examples have been provided merely for the
purpose of explanation and are in no way to be construed as limiting of the
present
invention. While the present invention has been described with reference to an
exemplary
embodiment, it is understood that the words, which have been used herein, are
words of
description and illustration, rather than words of limitation. Changes may be
made, within
the purview of the appended claims, as presently stated and as amended,
without departing
from the scope and spirit of the present invention in its aspects. Although
the present
invention has been described herein with reference to particular means,
materials and
embodiments, the present invention is not intended to be limited to the
particulars
disclosed herein; rather, the present invention extends to all functionally
equivalent
structures, methods and uses, such as are within the scope of the appended
claims.