WO2001012279A9 - System and method for interactive game-play scheduled based on real-life events - Google Patents
System and method for interactive game-play scheduled based on real-life eventsInfo
- Publication number
- WO2001012279A9 WO2001012279A9 PCT/US2000/022091 US0022091W WO0112279A9 WO 2001012279 A9 WO2001012279 A9 WO 2001012279A9 US 0022091 W US0022091 W US 0022091W WO 0112279 A9 WO0112279 A9 WO 0112279A9
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- players
- team
- teams
- contests
- Prior art date
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/65—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5506—Details of game data or player data management using advertisements
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5593—Details of game data or player data management involving scheduling aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8064—Quiz
Definitions
- the present invention relates generally to games, and more specifically to
- a player may only compete with other players nearby. To participate, a player may have to
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- Another object of the invention is to provide systems and methods for
- a plurality of players register to compete. Players are placed on teams
- Teams are matched based on
- Figure 1 is a flowchart of am embodiment of a method according to the
- Figure 2 depicts a schematic diagram of a hardware system according to an
- Figure 3 depicts a schematic diagram of a system according to an
- Figure 4 is a flowchart of a method of login and registration according to an
- Figure 5 illustrates a graphical user interface according to an embodiment of the invention.
- Figure 6 is a flowchart of match play according to an embodiment of the
- Figure 7 illustrates a graphical user interface depicting a game page
- Figure 8 illustrates a graphical user interface depicting a personal trading
- the present invention is described in relation to an internet based world
- the present invention provides online electronic team-oriented games
- a player may use a browser to connect over the
- a player profile may include teams a player selects to be associated with or against,
- the player logs on to the system and selects a team to play for.
- a player may be prevented from playing for a least favorite team or
- a team page may be presented to the player, and may
- Matches involve players from one team competing against
- a player may be placed in an appropriate match by the
- the system may present the correct answer to the player.
- the number of correct answers for each player, as well as for the teams, may be
- a match may comprise a predetermined
- Scores may be awarded based on the number of correct answers, both by
- player may be awarded a final score based on the number of questions correctly
- Tickets may be used as a method
- a multi-player game such as a trivia game
- a player may use any known internet browser, such as NetscapeTM 4.0 or higher, or Microsoft Internet ExplorerTM 4.0 or higher, or other browsers may also be used.
- the player may use this browser 50 to connect over the internet 60 to a server, as shown in Figure 2.
- the method of implementing the present invention may comprise various steps, including login/registration, match management, match play, awarding scores, and awarding prizes. Other steps may also be included.
- Fig. 1 is a flowchart illustrating an embodiment of the present invention, including the steps of "Login/Registration” (step 2), "Match Management” (step 4), “Match Play” (step 6), “Awarding Scores” (step 8), and “Awarding Prizes” (step 10).
- the present invention may also include additional steps, or may be performed without certain steps. The steps associated with Fig. 1 that may be included in the present invention are now described in more detail.
- the system provides for players to login and register before playing a game in login/registration step 2.
- players may register with the system by entering information to allow identification of that player.
- the player may be assigned or may select a username and password for logging into the system.
- a player may log into a system. Other login procedures may also be used.
- step 4 the system initiates procedures to manage a match.
- the system may organize a plurality of players into teams and match a plurality of teams to allow for competition.
- Players may be organized into a team based on player profiles. Teams may then compete in matches against one or more other teams.
- teams comprise a limited number of players per match.
- Computer-controlled players, or "bots" may be used to ensure
- each team has the desired number of players. For example, if a match was set to be six on six, but one side only had five players when the match was scheduled to begin, a bot would be added to make the sixth player.
- the scores of each player may be weighted depending upon the number of players on a team. For example, if one team has eight players and another team has four players, the scores of the eight player team may be worth only half as much as the score of the four player
- a player may be directly placed into a team that is currently competing in a match. According to an embodiment of the invention, a player may be placed within the most appropriate match available as described in detail below. A player may also select to join a particular match, or may also select to create a new match. Matches may also be combined to reduce the total number of matches. Other methods of match management may also occur, as described below.
- the system may provide for match play- in step 6. A roster of players on a team and a chat area may be presented, allowing a player to converse with other players while competing in matches. Game play- may be presented to a player to allow competition to occur, and may comprise presenting various questions and answer choices. The correct answer may be displayed, and correct answers to a question by each player and team may be tallied. Other methods of match play may also occur.
- the system may also provide for awarding scores to the teams and the
- Each player may be awarded a score based on the performance of the player and the performance of the player's team. For example, a player may be awarded a score based on the number of questions correctly answered.
- a team may be awarded a score based on the performance of the player and the performance of the player's team. For example, a player may be awarded a score based on the number of questions correctly answered.
- the system may also provide for awarding prizes to the players in step 10. Prizes may be awarded to a player(s) based on the score received by the player, as described below. For example, a raffle system may be used to award prizes. Each player may receive "tickets" based on their score, with more tickets being awarded to a player with a higher score. A drawing may then determine which player receives the prize. Other methods for awarding prizes may also be used.
- a scheduled match trivia game system 100 may be provided.
- System 100 may comprise one or more of the following modules: web shell 102, a player management module 104, match management module 106, match module
- chat module 110 chat module 110
- game logic module 112 interaction server 114
- web shell 102 may include web pages
- Player management module 104 may maintain player information (e.g., usemame, real
- Player management module 104 may allow a
- Match management module 106 may maintain a pool of current matches
- Match module 108 may also contain one or more sub-modules, including a chat module
- a game logic module 112 that provides game logic, handles match scoring, interfaces with content management
- ticker at the conclusion of a contest or game, and an interaction server 114 or
- Machine Marshall that may be responsible for synchronizing with clients who sponsor a system, distributing content (e.g., question/answer data, etc.), and handling incoming messages from a client who sponsors a system.
- a client-side application e.g., a client website
- Client-side applications may include programs written in JavaTM, ShockwaveTM, or other programming languages.
- Content management module 116 may generate and provide game or contest information to game logic module 112, which may include trivia questions and answers.
- Game management module 118 may maintain a pool of current games, a schedule of games for a season, scores of current games, and team
- Prize/winner management module 120 may select winners periodically
- Advertising/sponsorship module 122 may provide advertising and sponsorship content to web shell 102.
- Web shell 102 may comprise the central control component of the system that provides global navigation for a player that accesses the system.
- system 100 may comprise a server system that provides web access to the team-based match play system described herein. That system may present a series of web pages to players engaged in play of the game. Accordingly, web shell 102 may provide the underlying interface mechanism to allow users to navigate the pages in the site and determine the content of pages that are presented to the
- web shell may have a set of textual links to areas of a web site, including a home
- a player information editing page may be provided only when a
- Web shell 102 may also present a splash screen to introduce a player upon
- introductory splash screen may containing a product name and logo, an animation
- a home page may be a central hub page to introduce concepts, explain
- An interface may be provided on a home page to allow a player to
- a home page may
- a player may receive instructions that the competition is a trivia game
- Web shell 102 may include a match information page, which may present all available information for a selected match (team X vs. team Y), and allow a player to access a team locker room for either competing side.
- a match information page may present the current score for each team, and the number of players playing for each team. According to an embodiment of the invention, teams may be referred to not simply as "Team X,” but as “Team X fans,” to indicate that competition is between the fans and not the actual teams.
- a match information page may also indicate when a match is scheduled to end.
- a match information page may present a login box to a player.
- a player may activate an appropriate softkey or button (e.g., "Click here to play for Team X” and “Click here to play for Team Y") to link to an appropriate team locker room page.
- an appropriate softkey or button e.g., "Click here to play for Team X” and “Click here to play for Team Y”
- a match information page may also present information about match results.
- a match results ticker may be presented as a right to left scrolling ticker which displays various information about recently finished matches. Match result information may be displayed in other manners.
- Information displayed on a match results ticker may include a username of a player, the city and state where a player is from, and the number of prize tickets earned by a player in a particular match.
- a ticker may hold a maximum number (such as 22, for example) of names, with each new addition pushing the oldest off of the list. Other information may also be displayed.
- Web shell 102 may also include a team locker room page.
- a team locker room page may be a "home base" for a particular team, providing access to all team-specific information.
- a team locker room page may present a score for games in which that team is competing.
- teams may be referred to not simply as “Team X” but as “Team X fans” to indicate that the competition is between the fans and not the actual teams.
- a team may be involved in a plurality of matches. For example, Team X may have 20 fans competing in 3 matches. Results of all matches may be displayed on a team locker room page, as well as the combined results of the matches. If there is no match for a particular day, or week, a message may be presented that indicates this fact. For example, the phrase "Team X fans are not currently playing a game" may be displayed on a team locker room page.
- a team locker room page may also indicate when a game is scheduled to end, if there is a game.
- a player may activate a button to enter a particular game, or may activate a button to select or create a new game.
- a login box may be presented on a team locker room page to allow a player to login to a selected game.
- Web shell 102 may include a game page, which displays information about
- a game page may indicate which teams are playing, the number
- a ticker may display information about players and
- the game including the rankings and prize points of players, the results and status
- Fig. 7 illustrates a graphical user interface depicting a game page according
- Game page 500 may display a title 502, where
- the title identifies the game, and a sponsor logo 504.
- a title may
- Sponsor logo 504 may identify the owner or sponsor
- Game page 500 may also display a login for
- a pop-up registration window may
- the pop-up registration may
- Game page 500 may also present a ticker 518, which may comprise a left to right scrolling ticker presenting information about the game. Ticker 518 may scroll information about players, including a player's score, match results, the number of players participating, and other information. Game page 500 may display other information as well.
- Web shell 102 may also include a fan ranking page.
- a fan ranking page may present a list of players.
- a fan ranking page may present a list of the top players, such as the top ten players, as well as information about the players. Information may include a usemame, city, state, win/loss record of a player, and other information.
- a fan ranking page may provide a goal for players to achieve, thereby increasing the challenge and
- each player may have a player profile or personal "trading card.”
- a personal trading card may be a page which presents a player's personal statistics, as well as some user information.
- a personal trading card may present a player's name, an image of a player, the city and state of the player, and a player's favorite and least favorite teams.
- a personal trading card may appear as an electronic version of known trading cards, such as baseball cards.
- a personal trading card may also present a player's statistics.
- a personal trading card may present results of a player's competitions. Results may include the won/loss record of the player's teams, the percentage of correct answers a player has provided, and the total prize tickets
- Fig. 8 illustrates a graphical user interface depicting a personal trading card
- a personal trading card 400 may
- a player name and address may
- a personal tracking card may also display player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which are associated with player statistics 406, which
- a personal trading card 400 may also display a sponsor logo
- Web shell 102 may include a game schedule page that displays a schedule
- a game schedule page may indicate a schedule for a particular team, a
- a plurality of teams or all teams.
- a plurality of teams or all teams.
- game schedule may be based on real-life events.
- the system may
- NBL National Football League
- Detroit LionsTM the Detroit LionsTM
- Cincinnati BengalsTM the Cincinnati BengalsTM
- Seattle SeahawksTM the National Football LeagueTM
- the real-life schedule for the NFL may include the Detroit LionsTM playing the Cincinnati BengalsTM in week one, and the Cincinnati BengalsTM playing the Seattle SeahawksTM in week two. Matches between fans of the teams may be played according to the schedule. Thus, the Detroit LionsTM fans would play the Cincinnati BengalsTM fans in matches in week one, and the Cincinnati BengalsTM fans would play the Seattle SeahawksTM fans in matches in week two.
- Other sporting event schedules may be used for coordinating matches, including professional and college sports, such as basketball, baseball, hockey, tennis, golf,
- World sporting events such as World Cup Soccer, Davis Cup Tennis, the OlympicsTM, or other events may also be used. Additionally, non- sporting events may be used for competition, including events such as the OscarsTM (e.g., fans of various nominees can compete), EmmysTM, Why Film Festival, elections (e.g., Republicans vs. Democrats, supporters of rival candidates, etc.), large public trials (e.g., MicrosoftTM vs. the U.S. Government in an antitrust trial), or any other real-life scheduled event that may rouse excitement or passions among potential players.
- OscarsTM e.g., fans of various nominees can compete
- EmmysTM e.g., Europe Film Festival
- elections e.g., Republicans vs. Democrats, supporters of rival candidates, etc.
- large public trials e.g., MicrosoftTM vs. the U.S. Government in an antitrust trial
- any other real-life scheduled event may rouse excitement or passions among potential players.
- a prize page may be included in web shell 102.
- a prize page may display current prizes and recent winners. Other information may also be displayed. Other pages may also be included in web shell 102.
- Player management module 104 may comprise a database to store personal player information, including the player's personal trading card.
- Personal player information may include a usemame, password, e-mail address, date of birth, first
- negative acknowledgment may occur when a user is considered to be opted-in
- a database may also store player competition
- Player competition information may also be included in, and the number of games won. Player competition information may also be included.
- a team affiliation and a team rivalry may be selected when a
- Player management module 104 may also login and register players as described below with respect to Fig. 3.
- Match management module 106 may organize a plurality of players from a
- a player may be presented with various options.
- an alert dialog may also be displayed, and may prevent a player
- a new match may be created.
- a new match may be referred to as ' i ⁇ usemame>'s Match", where the ⁇ username>'s refers to the first player in the match.
- computer-controlled players which may be referred to as "bots,” may be used to determine an appropriate match.
- bots computer-controlled players, which may be referred to as “bots,” may be used to
- Match #1 may have 6 human Giants fans and 4 human (and 2 bots) Jets fans.
- Match #2 may have 4 human (and 4 bots) Giants fans and 8 Jets fans.
- Match #3 may have 10 Giants fans
- the system may place a player in a match with the
- Match #1 had only 2
- a player may be randomly assigned to one of these
- a player may also select a match or create a match when that player logs in.
- Players may be taken to a lobby page, where current matches for a selected game
- Matches listed may include information
- the match name may be selected by a player who created the match or
- a player may select an existing match, whereby the player is taken to that
- match and introduced into match module 108, or the player may select to create a new match. If the player desires to create a new match, the player may activate a
- a new match may be initiated with the player's name, and the
- existing matches may be
- matches for combinations may be performed at predetermined time-intervals, or
- matches may be combined in such a way as to never split up existing
- matches are combined only if a match can be moved intact into
- combining matches may also be used.
- a system when determining whether to combine matches, a system may check if any other matches are forming. If there is
- a system may determine if there are enough open slots
- the next available forming match may be checked. If so, a system may determine
- This number, X may be an index of the suitability of combining the
- a current match may be combined
- matches may be combined randomly with matches of the same X value.
- Match module 108 may be used to facilitate gameplay and competition. As
- match module 108 includes chat module 110, game logic module 112, and interaction server 114.
- chat module 110 upon entering a match, a player may be presented with a screen including: a scrolling chat window, with a field for entering chat messages; a list of the players currently in the match on one team; a list of the players currently in the match on the other team; and a main game panel, where questions and answers may appear.
- Other information may be presented as well.
- audio and visual media may be used to present the information, and to add excitement for a player.
- a player's name and team may be announced, or video highlights of the team from a real-life game may be played.
- Other options may also be used.
- game-play begins at a predetermined time, or does not begin until there are at least a predetermined number of human players on a side. Chat may be active while the players wait for the game to begin, thereby allowing interaction between the players to occur whiling waiting for a match to begin.
- a roster list of players for each team currently in the match may be displayed.
- players who are playing as fans of the visiting team may be displayed on the left side, and fans of the home team may be displayed on the right side.
- a home team and a visiting team may be
- the statistic format may be x/y, where "x" is the number of questions the player has answered correctly in the match, and "y" is the
- one's own name may bring up a new window which contains that player's
- Rosters may dynamically fill and empty while a match is forming, as
- players decide whether or not to play. A player may also join matches in progress.
- a roster may also dynamically sort in order of percentage of correct answers, with
- displaying rosters may also be used.
- a chat area may be presented to a player to allow communication between
- chat module 110 According to
- a scrollable chat window may be presented at the bottom of the screen.
- a keyboard cursor may be focused on the chat entry field, so
- a chat entry field may perform according to known chat entry fields, or may have specific instructions for using the chat entry field which may be communicated to a player.
- a message in a chat field may appear in a variety of formats. According to an
- a player's chat message may be displayed in the
- color appropriate for that player's team e.g., blue for visitor, red for home.
- Messages from those not participating may appear in a third color under a specified name, such as a usemame "Referee.”
- a player may chat by "emoting.”
- Emoting may be described as the ability to describe an action rather than simply “speaking.” For example, by prefacing text entered into the chat input field with the colon character (":"), the text which follows may appear after the name rather than appearing as normal spoken text. For example, a player with a usemame "Elava" may type into a chat
- the chat window may display "Elava > I'm sleepy.” However, if Elava types ": is sleepy,” the chat window may display "Elava is sleepy.” Other features may also be used in connection with the chat feature.
- gameplay may begin when a match has a predetermined number of human players on either side. As noted above, this may be accomplished by a combination of users joining the match, adding bots, and underpopulated matches being combined by the match management module 106.
- an announcement from a referee may indicate that a game is set to begin within a predetermined time period. After the predetermined time period has passed, and assuming there are still at least six players on one side, the side with the fewer players may be supplied enough computer-controlled players ("bots") to even the sides. At that point, the referee may announce in the chat window that the game is about to begin. There may be a corresponding voice-over
- gameplay may take place in
- a central portion of a display may comprise a series of multiple-choice trivia
- Content Management Module 1 16 may interact with Content Management Module 1 16 to obtain contest data.
- the clock may count down the time players have to answer each question. The player
- a player may change an answer as often as is desired
- the answer may be revealed along with a short factual
- each player's correct answers may be provided. According to an embodiment of the invention, each player's correct answers may be provided.
- answering a question may be worth 0 points. Other scoring methods may also be used.
- a question screen may comprise a question, a predetermined number of
- multiple choice answers e.g., first, second, last, etc.
- a "pass" button e.g., the location of the question with a sequence of questions (e.g., first, second, last, etc.) and a current match score.
- a question screen may be presented with other information.
- a question screen may be presented with other information.
- a question screen may be presented with other information.
- a question screen may
- Bonus questions will be described in more detail below.
- a timer may begin counting as
- Answers may have a rollover state as
- Rollover state may be the
- Selected state may be the acknowledgment that the mouse cursor is
- a player may change a
- An answer (or "Pass" button) that is selected when time expires is the one that is submitted for evaluation.
- not answering at all may be scored as a "pass,” but if a player fails to answer a predetermined number of questions in succession,
- the players is disconnected from the match due to inactivity.
- Figure 4 illustrates a graphical user interface 250 according to an
- Graphical user interface 250 displays the teams in
- Symbols or logos 252 and 254 may be used to
- Each roster may be displayed under the appropriate logos. Each roster may list the players participating, including the bots. According to an embodiment of the
- each player's name may provide a link to that player's personal trading
- a match scoreboard 258 may display the current score of the match. Other data may also be displayed, including how many more questions are left and other
- a game scoreboard 259 may display the current combined
- scoreboard 259 may display that the GiantsTM fans are winning the seventeen
- a question may be presented
- a player is presented with answer choices and a pass
- a player answers or passes a question by designating a
- buttons or soft-key associated with an answer or pass may also be used.
- Chat area 264 displays discussions between various players. A player may
- An answer screen may comprise a status message, indicating the status of
- a tally screen may be displayed and includes for each
- a tally screen may also comprise the
- correct answers may be provided.
- the number next to a usemame in a roster list may be updated appropriately, e.g.,
- correct answers may be worth +1 point, incorrect answers may be worth
- point values may be increased by a predetermined amount (e.g., points may be
- game flow may iterate through a question screen, an answer screen, and a tally screen until a predetermined number of questions have been presented. Once a predetermined number of questions have been presented, and the results have been tallied, a match result screen may be displayed.
- the outcome of a match may be determined and announced, along with a personal tallying of a player's personal statistics and earned prize tickets.
- a match result screen may comprise displaying an outcome of a match, the number of questions in match, and the number of questions answered correctly by a player.
- a player may be awarded tickets based on tallied scores. Tickets may be used in a raffle for awarding prizes.
- Tickets may also be awarded to individual players based on their successful participation in team play, and who the team played. By way of example only, a player may be awarded one ticket for playing, a ticket for every correct answer, and a predetermined amount of bonus tickets if a player's team won. Additional tickets may be awarded if a player is playing for a designated favorite team, against a designated least favorite team, or on a designated favorite team against a designated least favorite team. Other methods for awarding tickets and/or prizes may be used.
- Bonus questions may be presented to teams. Bonus questions may be worth predetermined multiples of a
- bonus questions are provided.
- a check may be made of the winning team score W, the losing team
- a system may determine whether to present a bonus question based on
- bots may be used to balance the number of players on competing teams in a
- Bots may be treated like human players in that they accumulate statistics
- bots may answer questions correctly according to various predetermined accuracy rates. Some bots may be considered good, in that they are more likely to correctly answer a question, while some bots may be considered poor, in that they are more likely not to answer a question correctly. Bots may be randomly assigned to teams. Accuracy rates may include the percentage chance of answering a question correctly, the percentage chance of answering a question incorrectly, and the percentage chance of passing on a question. Accuracy rates may vary with the difficulty of a particular question. For example, a bot may correctly answer a question with one level of difficulty 80% of the time, but only correctly answer a question with a higher level of difficulty 30% of the time.
- bots may answer questions at a level based on the rates of registered players. For example, if all registered players in the system correctly answer questions of a difficulty level of "A" (where "A” is some predetermined difficulty level) at a rate of 75%, bots would correctly answer on "A" question 75% of the time. Other accuracy rates and ways of determining
- a player may use a browser to access a web page having various web pages used in conjunction with the present invention.
- a new match is created at step 300.
- a system determines if there are at least a predetermined number of human players for each side.
- each side must have at least six human players. Other minimum numbers of human players may also be used.
- uneven matches may be played by altering the points awarded. For example, suppose a match between Team A and Team B had four human players for Team A and eight human Players for Team B. The points awarded for players on Team A may be worth twice as much as for the players on Team B. Other methods for conducting matches may also be used.
- the system announces at step 304 that the match is set to begin in a predetermined amount of time.
- the system announces that a match may be set to begin in one minute. Other amounts of time may also be used.
- bots e.g., computer-controlled players
- a message is displayed to the players at step 308. The message may indicate that the match is ready to begin. Other information may be included in the message.
- the system may check at step 310 to see if there are multiple matches that can be combined. If there are, the matches are combined at step 312 and the system returns to step 312 to determine if each team in a match has at least a predetermined number of human players. If no matches can be combined, the system determines if a predetermined time period has passed since the match was created at step 314. According to an embodiment of the invention, the system may determine if five minutes have passed since the match was created. Other time
- system may return to step 302 and determine if each team has a predetermined number of human players. If the predetermined time period has passed, the system
- step 306 may move to step 306 and add bots to provide even teams.
- the system checks at step 316 if a player's inactive counter has reached a
- an inactive counter must be three before a player is considered inactive.
- the system may log out a player.
- the system determines whether a bonus question
- a bonus question may occur when a specified percentage of the time
- step 320 If a bonus question is to be asked, a bonus question is presented to the
- the system determines if a player has responded to a question at step 324. If a player has not responded, a one is added to a player's inactive
- the question may be provided at step 328. According to an embodiment of the
- an answer may include the correct answer to the question as well as
- Points for each player are awarded at step 330. According to an
- each player receives one point for a correct answer
- values may be multiplied by three. Other methods of awarding points may also be used.
- the system determines if the previous question was the last question in the
- step 334 If not, the system returns to step 316 and determines if a
- player's inactive counter is at a predetermined threshold. If the last question has
- Match results may comprise
- the system may check for the presence of an electronic marker indicated a player has previously logged in, such as a session cookie, on player's browser. If a session cookie is not present or doesn't contain a validity key, a player may be required to log in to the system. If a session cookie is present and recognized, the user may be considered logged in.
- an electronic marker indicated a player has previously logged in such as a session cookie, on player's browser. If a session cookie is not present or doesn't contain a validity key, a player may be required to log in to the system. If a session cookie is present and recognized, the user may be considered logged in.
- a login box may contain the message "Enter your user name and password below - If you're a new user, ⁇ link to registration>click here to signup and get into the action ⁇ link>.”
- a login box may contain a form with a user name field, a password field, and a submit button.
- a login box may comprise other
- a login e.g., a session cookie is present and valid
- a player may use a browser to access a web page having various web pages. An appropriate page is requested at 200.
- a system determines if a valid cookie is present at step 202. If a cookie is present and valid, a message may be displayed at step 204,
- a player selects to login as a different user (e.g., a person has more than one user name, or a different person is using someone else's computer), a cookie is deleted at step 206 and the system returns to step 200.
- a different user e.g., a person has more than one user name, or a different person is using someone else's computer
- a login form and new player registration link are displayed at step 208.
- a form is submitted at step 210, and a system determines if the usemame and password are valid at step 212. If valid, a cookie is set at step 214, and the welcome screen of step 204 is displayed to the player. If a usemame and/or password is not valid, the system checks if the form fields were left empty at step 216. If the form fields were not empty, a page may be displayed at step 218, indicating that the usemame/password is invalid. A player may be presented with another opportunity to login, or may be presented with a login help page.
- a registration form is presented at step 220. Additionally, a player may activate a new user registration link displayed at step 208, and be presented with a registration form at step 220. A player completes and submits the form at step 222, and the system determines if the submitted usemame exists at step 224. If a usemame exists, a message is displayed at step 226 indicating that the usemame is taken. Alternate usemames may be suggested. A player is then returned to submit a new registration form at step 222.
- the system determines if any of the required fields have been left blank at step 228. If one or more fields has been left blank, a message is displayed to a player at step 230. The message may identify which required fields were left blank, and may return a player to submit a completed form at step 222.
- the system determines if an e-mail address provided on the form is in an incorrect format at step 232. If the e-mail address is incorrect, a message is displayed to a player at step 234. A message may inform a player that the e-mail format is incorrect, and suggest an appropriate format. A player may then be returned to submit a registration form with a correct e-mail address at step 222.
- a system may determine if the e-mail exists in the system database at step 236. If an e-mail address exists, a message is displayed to a player at step 238, informing a player that only one usemame per e-mail address is allowed. Other messages may also be displayed. A player may be returned to submit a form with a new e-mail address at step 222.
- a new player is added to a database at step 240, and information is sent to the database at step 242.
- a session cookie is set at step 214, and a player receives a welcome message at step 204, and access to the web site.
- Other processes for login and registration may also be used.
- a login help page may be associated with Player Management Module 102, and may be linked from error pages.
- An error page may result when a player tries to login with non-existent usemame, tries to login with an incorrect password for usemame, or tries to register with an e-mail address which already exists in the database (is already registered). Other errors could also occur.
- a login help page may display a text message to a player indicating the nature of the error and suggesting an appropriate remedy. For example, a login help page may request that a player enter an e-mail address into an entry box and send it to the system administrator. The system administrator may then send the appropriate usemame and password to the player by e-mail.
- a login help page may prompt a player to enter their e-mail address if they want to enter the game. If an e-mail address does not match a registered user, a login help page may prompt a player to correct the e-mail address entered or to
- a player may change user information.
- an edit player information link may link to a page with a form interface allowing a player to change portions of a player profile.
- a password entry field may need to be filled in correctly in order for changes to occur.
- a player may be able to change the address, city, state, zip code, team affiliation, team rivalry, or password.
- changing team affiliation and team rivalry may result in presenting a pull-down list of all available teams to a
- Content management module 116 may provide content to match
- Content management module may store question data, and may be responsible for composing and distributing the data to the match manager 108.
- Question data may comprise a question, a correct answer, a number of incorrect answers, a factoid about the answer, and a difficulty level. Questions may be presented randomly.
- Context management module 116 may contain other content.
- Game management module 118 may maintain a pool of current games or matches, a schedule of games for a season, scores of current games, a team's
- Prize/winner module 120 may govern awarding prizes in relation to
- prizes may be awarded on a monthly basis, with one "Player's Prize” given away for each team affiliation.
- a "Grand Prize” may be given to a single winner from an entire pool of players.
- prizes may be awarded based on the number of "prize tickets” earned, where prize tickets function as raffle tickets with each prize ticket counting as one chance to win out of the total number of tickets awarded. Other methods for awarding prizes may also be used.
- prize ticket totals may be carried over from month to month.
- a player may be required to have played at
- a new drawing may occur.
- a list of winner may be displayed on a recent
- Advertising/sponsorship module 122 may coordinate sponsor and
- a sponsor web page may sponsor an online trivia game on its web site, and provide
- Advertising/sponsor module 122 may
- Advertising/sponsor module 122 may also perform other functions.
- the computer usable by the computer may be provided.
- the computer usable by the computer may be provided.
- medium may comprise a CD ROM, a floppy disk, a hard disk, or any other
- One or more of the modules of system 100 may comprise computer readable program code that is provided on the computer usable
- web shell 102 player management
- match management module 106 match management module 106
- match module 108 chat module 110
- system 100 may comprise components of a software system. System 100 may operate on a network and may be connected to other systems sharing a common database. Other hardware arrangements may also be provided.
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Abstract
Description
Claims
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CA002383261A CA2383261A1 (en) | 1999-08-13 | 2000-08-14 | System and method for interactive game-play scheduled based on real-life events |
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-
1999
- 1999-08-13 US US09/373,578 patent/US6758754B1/en not_active Expired - Lifetime
-
2000
- 2000-08-14 AU AU69027/00A patent/AU6902700A/en not_active Abandoned
- 2000-08-14 WO PCT/US2000/022091 patent/WO2001012279A2/en active Application Filing
- 2000-08-14 CA CA002383261A patent/CA2383261A1/en not_active Abandoned
- 2000-08-14 EP EP00957401A patent/EP1207944A4/en not_active Ceased
-
2004
- 2004-07-02 US US10/882,676 patent/US20050101386A1/en not_active Abandoned
Also Published As
Publication number | Publication date |
---|---|
EP1207944A2 (en) | 2002-05-29 |
WO2001012279A2 (en) | 2001-02-22 |
WO2001012279A8 (en) | 2001-05-10 |
CA2383261A1 (en) | 2001-02-22 |
US6758754B1 (en) | 2004-07-06 |
WO2001012279A3 (en) | 2002-01-31 |
US20050101386A1 (en) | 2005-05-12 |
EP1207944A4 (en) | 2005-03-16 |
AU6902700A (en) | 2001-03-13 |
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