WO2006039735A1 - Method and system for conducting a competition - Google Patents

Method and system for conducting a competition Download PDF

Info

Publication number
WO2006039735A1
WO2006039735A1 PCT/AU2004/001384 AU2004001384W WO2006039735A1 WO 2006039735 A1 WO2006039735 A1 WO 2006039735A1 AU 2004001384 W AU2004001384 W AU 2004001384W WO 2006039735 A1 WO2006039735 A1 WO 2006039735A1
Authority
WO
WIPO (PCT)
Prior art keywords
competitors
team
competitor
tasks
competition
Prior art date
Application number
PCT/AU2004/001384
Other languages
French (fr)
Inventor
Wayne Smithers
Original Assignee
5Th Finger Pty Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 5Th Finger Pty Ltd filed Critical 5Th Finger Pty Ltd
Priority to PCT/AU2004/001384 priority Critical patent/WO2006039735A1/en
Publication of WO2006039735A1 publication Critical patent/WO2006039735A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game 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
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8064Quiz

Definitions

  • the present invention relates to a method for conducting a competition via remote communication, and to a system for implementing the method.
  • the invention provides a method of conducting a competition between remote competitors using communication terminals connected to a quiz computer via a communication network, the method including the steps of: compiling a question database having a plurality of questions; receiving registration information from potential contestants; compiling a competitor registration database; selecting pairs of competitors from the competitor registration database as game participants; selecting one or more questions from the question database; asking each game participant at least one of the thus selected questions; analysing the or each response from each game participant to determine the correctness or otherwise of the response; awarding a score to each game participant each time the game a participant answers correctly; tallying the scores for each game participant at the end of the game to determine the winner.
  • the invention provides a method of conducting a competition, including the steps of: assigning a topic for the competition; assigning two or more team identities; receiving entry requests from potential competitors, each said entry request including contact information for remote communication with said potential competitor and indication of a selected one of said team identities; processing said entry requests, including selecting a first competitor from potential competitors identifying a first said team identity and selecting a second competitor from potential competitors identifying a second said team identity, and matching said first and second competitors together for competition; sending via remote communication to both said matched first and second competitors one or more tasks; receiving via remote communication from said matched first and second competitors replies to said tasks and assessing said replies to determine a winner; assigning a score to the team identity of the winner; repeating said processing step to select new competitors and repeating said sending, receiving and scoring steps above in relation to said new competitors; and tallying said scores for each team identity to determine a winning team identity.
  • said team identities and said tasks are related to said topic.
  • the competition is held in conjunction with a competitive event, and the topic relates to the event.
  • the competitive event is a sports event and said team identities relate to two or more participants in said sports event.
  • the indication of team identity comprises a telecommunications address to which said entry request is sent
  • the contact information for remote communication comprises a telecommunications address from which the entry request is sent.
  • each entry request further contains a competitor name contained within the text of the entry request.
  • said remote communication is conducted via a messaging service and said each said task and reply is sent by a discrete message.
  • the remote communication is conducted via short message service (SMS).
  • SMS short message service
  • identical tasks are sent simultaneously to said first and second competitors and said winner is determined as the first correct reply to said task, or to the greater number of first correct replies in the case of a series of tasks.
  • the tasks forwarded to the first and second competitors may be different and relate to the team identities of the respective competitors.
  • said team identities relate to different countries, and the method includes forwarding tasks in languages corresponding to the team identities of the competitors.
  • the invention provides a system for conducting a conducting a competition having an assigned topic and two or more assigned team identities, including: communication means for receiving entry requests from potential competitors, sending via remote communication to both said matched first and second competitors one or more tasks, and receiving via remote communication from said matched first and second competitors replies to said tasks; and request processing means programmed to identify contact information of a potential competitor and an indication of a selected one of said team identities contained within each said entry request, to select a first competitor from potential competitors identifying a first said team identity and select a second competitor from potential competitors identifying a second said team identity, and match said first and second competitors together for competition, to assess said replies to determine a winner, to assign a score to the team identity of the winner and to tally said scores for a plurality of competitors for each team identity to determine a winning team identity.
  • Figure 1 shows a system adapted to implement the invention via a communication network
  • Figure 2 illustrates the opt-in queue handling system implemented in an embodiment of the invention.
  • remote competitor is used to refer to a competitor who participates in the competition using a terminal capable of communication via a communication network.
  • Figure 1 shows a communication arrangement adapted to implement the invention.
  • the system is managed by a computer 180 which is connected to a first communication network 130. This connection may, for example, be via a modem 200.
  • the link between the computer 180 and first network 130 is a broadband link capable of carrying the traffic levels which the system is designed to handle.
  • Network 130 is connected to a second communication network 150.
  • a network interface 170 may be used to convert between the network protocols.
  • the second communication network 150 may be a cell phone network.
  • a first contestant's mobile phone 140 connects into the second network 150 via a first base station 190.
  • a second contestant's mobile phone also connects into the second network via a base station.
  • system network will be used to refer to the overall communications network from a contestant 140, 160, etc., to the computer 180, while individual networks may be referred to where the context requires.
  • the computer 180 maintains a register of the contestants, their contact details, team choice, personal score and team score.
  • a contestant uses a terminal, such as mobile phone, 140, 160, to contact the advertised number to register for the game
  • the call is directed through the system network to computer 180.
  • a code recognition means which is adapted to recognize at least the inputs from the contestant's terminal which are required to obtain the registration details needed to enable a contestant to participate in the game.
  • the computer 180 is adapted to recognise the responses from the participants.
  • FIG. 2 illustrates such a traffic queuing system.
  • a large number of calls may be generated in bursts of up to, for example, 500 calls per minute.
  • the incoming traffic which is within the capacity of the system are placed in a queue and a first queuing message advises the caller of this fact. Callers may opt to remain in the queue, to hang up and call back later, or to discontinue the attempt to register.
  • the calls which remain in the queue are processed in sequence. Where the number of calls exceeds the capacity of the queuing system at any time, a second message advises the callers to hang up and try again later.
  • a quiz competition is adapted to be run in conjunction with a sporting event, such as motor sports race or football game, with team identities selected to appeal to the fans of competitors in the sporting event, such as the names of the football teams or the make of motor vehicles being raced.
  • Advertising is carried out during the sporting event telecast and/or in the press in the lead up to the event encouraging fans of the respective team identities to support their team by entering the quiz competition and thus prove that their team supporters are the more knowledgeable.
  • the quiz competition is run in conjunction with a televised motor race between HOLDEN and FORD vehicles, which are makes of cars having a strong 'tribal' rivalry between their followers.
  • the team identities may thus be named "HOLDEN” and "FORD", or other names alluding to the respective makes, so as to import that rivalry into the quiz competition.
  • the topic of the quiz questions will also relate to the sport being televised, for example to motor vehicles or motor racing.
  • SMS short message service
  • Potential competitors wanting to be in the FORD team send their entry request message to one telephone number, and those wanting to be in the HOLDEN send their entry requests to another number.
  • both team's entry requests may be sent to the same number, and the entry request text include the name of the team or other predetermined indication of the team which that competitor wishes to be assigned to.
  • the telephone numbers for the entry requests are routed to a communications device , for example a computer modem, which communicates the entry requests to a computer or a computer network.
  • a communications device for example a computer modem, which communicates the entry requests to a computer or a computer network.
  • the computer processes the entry requests by extracting from the entry request: the telephone number to which the entry request was sent as indication of the team for that competitor, the telephone number from which the entry request was sent as the contact information for that competitor, and the competitor's name (which may be a nickname) from the text of the message.
  • the computer then matches a competitor from the HOLDEN team with a competitor from the FORD team name for one-on-one competition. Such matching may be done randomly, in order of receipt of entry request, or in any other suitable manner. SMS messages are sent to the contact numbers of both competitors advising each of their opponent's competitor name.
  • the computer selects a first task, or a series of tasks, from those in its data storage, and causes a first task to be sent simultaneously by the communications device in SMS message form to both competitors.
  • the competitor who sends the first correct answer to the question will be credited as having won that task.
  • the task and reply exchange is repeated a predetermined number of times, and the competitor with the greater number of first correct answers is declared as the winner of that match and a point or points awarded to that competitors team.
  • the quiz competition is conducted in conjunction with an international sporting event, for example a soccer match between ENGLAND and BRAZIL.
  • advertising for the competition is carried out in both countries, each including a local telephone number for submission of entries to support their team.
  • Communications centres are set up in both countries, compatible with that country's telecommunications system, and are linked to a central computer via global computer network.

Abstract

To conduct a competition between remote participants using communication terminals, (140, 160), to connect to a computer, (180), via a network, (130), (150), a computer based system includes a contestant register and a task store. The contestant register records a team preference for each competitor, and selects game participants in pairs based on their team preference. Questions are generated from the task store and sent to the participants. The participants respond via their terminals and the computer assesses the responses and awards points for correct answers. The points are tallied to determine a winner between participants, and team points are aggregated to determine a winning team.

Description

METHOD AND SYSTEM FOR CONDUCTING A COMPETITION
FIELD OF THE INVENTION
[01] The present invention relates to a method for conducting a competition via remote communication, and to a system for implementing the method.
SUMMARY OF THE INVENTION
[02] In one embodiment, the invention provides a method of conducting a competition between remote competitors using communication terminals connected to a quiz computer via a communication network, the method including the steps of: compiling a question database having a plurality of questions; receiving registration information from potential contestants; compiling a competitor registration database; selecting pairs of competitors from the competitor registration database as game participants; selecting one or more questions from the question database; asking each game participant at least one of the thus selected questions; analysing the or each response from each game participant to determine the correctness or otherwise of the response; awarding a score to each game participant each time the game a participant answers correctly; tallying the scores for each game participant at the end of the game to determine the winner.
[03] In one form, the invention provides a method of conducting a competition, including the steps of: assigning a topic for the competition; assigning two or more team identities; receiving entry requests from potential competitors, each said entry request including contact information for remote communication with said potential competitor and indication of a selected one of said team identities; processing said entry requests, including selecting a first competitor from potential competitors identifying a first said team identity and selecting a second competitor from potential competitors identifying a second said team identity, and matching said first and second competitors together for competition; sending via remote communication to both said matched first and second competitors one or more tasks; receiving via remote communication from said matched first and second competitors replies to said tasks and assessing said replies to determine a winner; assigning a score to the team identity of the winner; repeating said processing step to select new competitors and repeating said sending, receiving and scoring steps above in relation to said new competitors; and tallying said scores for each team identity to determine a winning team identity.
[04] Preferably, said team identities and said tasks are related to said topic. Preferably, the competition is held in conjunction with a competitive event, and the topic relates to the event. Preferably, the competitive event is a sports event and said team identities relate to two or more participants in said sports event.
[05] Preferably, the indication of team identity comprises a telecommunications address to which said entry request is sent, and the contact information for remote communication comprises a telecommunications address from which the entry request is sent. Preferably also each entry request further contains a competitor name contained within the text of the entry request.
[06] Preferably also, said remote communication is conducted via a messaging service and said each said task and reply is sent by a discrete message. Preferably, the remote communication is conducted via short message service (SMS). [07] Preferably, identical tasks are sent simultaneously to said first and second competitors and said winner is determined as the first correct reply to said task, or to the greater number of first correct replies in the case of a series of tasks. Alternatively, the tasks forwarded to the first and second competitors may be different and relate to the team identities of the respective competitors.
[08] In one embodiment, said team identities relate to different countries, and the method includes forwarding tasks in languages corresponding to the team identities of the competitors.
[09] In a further form, the invention provides a system for conducting a conducting a competition having an assigned topic and two or more assigned team identities, including: communication means for receiving entry requests from potential competitors, sending via remote communication to both said matched first and second competitors one or more tasks, and receiving via remote communication from said matched first and second competitors replies to said tasks; and request processing means programmed to identify contact information of a potential competitor and an indication of a selected one of said team identities contained within each said entry request, to select a first competitor from potential competitors identifying a first said team identity and select a second competitor from potential competitors identifying a second said team identity, and match said first and second competitors together for competition, to assess said replies to determine a winner, to assign a score to the team identity of the winner and to tally said scores for a plurality of competitors for each team identity to determine a winning team identity.
BRIEF DESCRIPTION OF THE DRAWINGS
[10] Figure 1 shows a system adapted to implement the invention via a communication network; [11] Figure 2 illustrates the opt-in queue handling system implemented in an embodiment of the invention.
DESCRIPTION OF THE INVENTION
[12] In this document, the term "remote competitor" is used to refer to a competitor who participates in the competition using a terminal capable of communication via a communication network.
[13] The invention will be described by reference to the drawings and examples.
[14] Figure 1 shows a communication arrangement adapted to implement the invention. The system is managed by a computer 180 which is connected to a first communication network 130. This connection may, for example, be via a modem 200. The link between the computer 180 and first network 130 is a broadband link capable of carrying the traffic levels which the system is designed to handle. Network 130 is connected to a second communication network 150. A network interface 170 may be used to convert between the network protocols.
[15] The second communication network 150 may be a cell phone network. A first contestant's mobile phone 140 connects into the second network 150 via a first base station 190. A second contestant's mobile phone also connects into the second network via a base station.
[16] While two networks are shown, the system can readily be adapted to work over a single network or over more than two networks. While the mobile phones 140 and 160 are shown connected to a single network 150, mobile phones or other contestant terminals may connect to the computer via other networks. For example, where the contestant terminal is internet enabled, the contestant terminal may connect via the internet. In the following description, the term "system network" will be used to refer to the overall communications network from a contestant 140, 160, etc., to the computer 180, while individual networks may be referred to where the context requires.
[17] The computer 180 maintains a register of the contestants, their contact details, team choice, personal score and team score.
[18] When a contestant uses a terminal, such as mobile phone, 140, 160, to contact the advertised number to register for the game, the call is directed through the system network to computer 180. Associated with computer 180 is a code recognition means which is adapted to recognize at least the inputs from the contestant's terminal which are required to obtain the registration details needed to enable a contestant to participate in the game. In addition, the computer 180 is adapted to recognise the responses from the participants.
[19] Because the game announcement may generate a large amount of simultaneous traffic, traffic queuing methods are implemented to handle the incoming traffic in sequence. Figure 2 illustrates such a traffic queuing system. When the game announcement is made, a large number of calls may be generated in bursts of up to, for example, 500 calls per minute. The incoming traffic which is within the capacity of the system are placed in a queue and a first queuing message advises the caller of this fact. Callers may opt to remain in the queue, to hang up and call back later, or to discontinue the attempt to register. The calls which remain in the queue are processed in sequence. Where the number of calls exceeds the capacity of the queuing system at any time, a second message advises the callers to hang up and try again later.
[20] The calls which are in the queue are transferred to the game message queue when they reach the top of the queue and have been matched against a competitor from a rival team.
[21 ] Further preferred embodiments of the invention will now be described with reference to the Examples below. Example 1
[22] A quiz competition is adapted to be run in conjunction with a sporting event, such as motor sports race or football game, with team identities selected to appeal to the fans of competitors in the sporting event, such as the names of the football teams or the make of motor vehicles being raced.
[23] Advertising is carried out during the sporting event telecast and/or in the press in the lead up to the event encouraging fans of the respective team identities to support their team by entering the quiz competition and thus prove that their team supporters are the more knowledgeable.
[24] In the present example, the quiz competition is run in conjunction with a televised motor race between HOLDEN and FORD vehicles, which are makes of cars having a strong 'tribal' rivalry between their followers. The team identities may thus be named "HOLDEN" and "FORD", or other names alluding to the respective makes, so as to import that rivalry into the quiz competition. The topic of the quiz questions will also relate to the sport being televised, for example to motor vehicles or motor racing.
[25] The advertising advises quiz competitors to submit an entry request by sending a short message service (SMS) message from their telephone or computer, including a name under which they wish to compete. Potential competitors wanting to be in the FORD team send their entry request message to one telephone number, and those wanting to be in the HOLDEN send their entry requests to another number. Alternatively both team's entry requests may be sent to the same number, and the entry request text include the name of the team or other predetermined indication of the team which that competitor wishes to be assigned to.
[26] The telephone numbers for the entry requests are routed to a communications device , for example a computer modem, which communicates the entry requests to a computer or a computer network. [27] The computer, processes the entry requests by extracting from the entry request: the telephone number to which the entry request was sent as indication of the team for that competitor, the telephone number from which the entry request was sent as the contact information for that competitor, and the competitor's name (which may be a nickname) from the text of the message.
[28] The computer then matches a competitor from the HOLDEN team with a competitor from the FORD team name for one-on-one competition. Such matching may be done randomly, in order of receipt of entry request, or in any other suitable manner. SMS messages are sent to the contact numbers of both competitors advising each of their opponent's competitor name.
[29] Within the data storage of the computer is data representative of a large number of individual tasks related to the quiz topic, and their associated correct answers, of a type suitable for transmission as SMS messages, for example multiple choice or short answer questions allowing a brief SMS reply
[30] The computer selects a first task, or a series of tasks, from those in its data storage, and causes a first task to be sent simultaneously by the communications device in SMS message form to both competitors. The competitor who sends the first correct answer to the question will be credited as having won that task.
[31] After receiving the competitors' answers, the task and reply exchange is repeated a predetermined number of times, and the competitor with the greater number of first correct answers is declared as the winner of that match and a point or points awarded to that competitors team.
[32] As the questions and answers are forwarded by SMS or similar messaging system, the success of the competitor will depend on both his or her knowledge of the topic and their manual dexterity in accessing and replying to the messages. Each reply will require a separate SMS message from the competitors, and will provide a source of revenue for the competition organiser by sharing with the telecommunications provider the fee revenue from the competitors' SMS message fees.
[33] The process is repeated for a large number of matches between different competitors, and the points for each team are tallied. As the competition is conducted in real time, progress scores can be announced during the running of the motor race to encourage further competitors to enter. A random element is introduced into the selection of questions by the computer, so that it is unlikely that a competitor playing the quiz competition for a second or subsequent time will encounter the same questions.
[34] It is expected that the team result will create a certain degree of pride amongst followers of the associated motor vehicle makes, so that either the HOLDEN or FORD followers can claim to be the more knowledgeable.
Example 2
[35] In this example, the quiz competition is conducted in conjunction with an international sporting event, for example a soccer match between ENGLAND and BRAZIL. In this example, advertising for the competition is carried out in both countries, each including a local telephone number for submission of entries to support their team. Communications centres are set up in both countries, compatible with that country's telecommunications system, and are linked to a central computer via global computer network.
[36] Operation of the quiz competition is generally similar to that described for Example 1 , but with questions communicated to each competitor and replies received via the communication centre in that competitor's country and in the official language of that country, eg. in English for England and in Portuguese for Brazil. [37] In one embodiment, the system operates on the basis of the fastest correct answer in determining which player is to be awarded points in the case of both contestants providing the correct answer. In order to compensate for any differences in telecommunication transmission delays between the two countries, the time of each question and its reply can be recorded and the fastest correct reply, which might not necessarily be the first correct reply, will be credited as having won that task.
[38] While particular embodiments of this invention have been described, it will be evident to those skilled in the art that the present invention may be embodied in other specific forms without departing from the essential characteristics thereof. The present embodiments and examples are therefore to be considered in all respects as illustrative and not restrictive, and all modifications which would be obvious to those skilled in the art are therefore intended to be embraced therein. It will further be understood that any reference herein to known prior art does not, unless the contrary indication appears, constitute an admission that such prior art is commonly known by those skilled in the art to which the invention relates.

Claims

Claims
1. A method of conducting a competition between remote competitors using communication terminals connected to a task computer via a communication network, the method including the steps of: compiling a task database having a plurality of questions; receiving registration information from potential contestants; compiling a competitor registration database; selecting pairs of competitors from the competitor registration database as game participants; selecting one or more tasks from the task database; setting each game participant at least one of the thus selected tasks; analysing the or each response from each game participant to determine the correctness or otherwise of the response; awarding a score to each game participant each time the game a participant answers correctly; tallying the scores for each game participant at the end of the game to determine the winner.
2. A method of conducting a competition, including the steps of: assigning a topic for the competition; assigning two or more team identities; receiving entry requests from potential competitors, each said entry request including contact information for remote communication with said potential competitor and indication of a selected one of said team identities; processing said entry requests, including selecting a first competitor from potential competitors identifying a first said team identity and selecting a second competitor from potential competitors identifying a second said team identity, and matching said first and second competitors together for competition; sending via remote communication to both said matched first and second competitors one or more tasks; receiving via remote communication from said matched first and second competitors replies to said tasks and assessing said replies to determine a winner; assigning a score to the team identity of the winner; repeating said processing step to select new competitors and repeating said sending, receiving and scoring steps above in relation to said new competitors; and tallying said scores for each team identity to determine a winning team identity.
3. A method as claimed in claim 2, wherein said team identities and said tasks are related to said topic.
4. A method as claimed in claim 2, wherein the competition is held in conjunction with a competitive event, and the topic relates to the event.
5. A method as claimed in claim 2, wherein the competitive event is a sports event and said team identities relate to two or more participants in said sports event.
6. A method as claimed in claim 2, wherein the indication of team identity comprises a telecommunications address to which said entry request is sent, and the contact information for remote communication comprises a telecommunications address from which the entry request is sent.
7. A method as claimed in claim 6, wherein each entry request further contains a competitor name contained within the text of the entry request.
8. A method as claimed in claim 2, wherein said remote communication is conducted via a messaging service and said each said task and reply is sent by a discrete message.
9. A method as claimed in claim 2, wherein the remote communication is conducted via short message service (SMS).
10. A method as claimed in claim 2, wherein identical tasks are sent simultaneously to said first and second competitors and said winner is determined as the first correct reply to said task, or to the greater number of first correct replies in the case of a series of tasks.
11. A method as claimed in claim 2, wherein the tasks forwarded to the first and second competitors may be different and relate to the team identities of the respective competitors.
12. A method as claimed in claim 2, wherein said team identities relate to different countries, and the method includes forwarding tasks in languages corresponding to the team identities of the competitors.
13. A system for conducting a competition having an assigned topic and two or more assigned team identities, including: communication means for receiving entry requests from potential competitors, sending via remote communication to both said matched first and second competitors one or more tasks, and receiving via remote communication from said matched first and second competitors replies to said tasks; and request processing means programmed to identify contact information of a potential competitor and an indication of a selected one of said team identities contained within each said entry request, to select a first competitor from potential competitors identifying a first said team identity and select a second competitor from potential competitors identifying a second said team identity, and match said first and second competitors together for competition, to assess said replies to determine a winner, to assign a score to the team identity of the winner and to tally said scores for a plurality of competitors for each team identity to determine a winning team identity.
14. A system for conducting a competition between remote competitors, wherein the competitors communicate using communication terminals connected to a task computer via a communication network, the task computer including a question database having a plurality of questions; a competitor registration database; competitor selection means selecting competitors from the competitor registration database as game participants; task selection means selecting one or more tasks from the task database; task transmitting means sending at least one of the thus selected tasks to each game participant; response analysis means analysing the or each response from each game participant to determine the correctness or otherwise of the response; scoring means awarding a score to each game participant each time a game participant answers correctly and tallying the scores for each game participant at the end of the game to determine the winner.
15. A system as claimed in claim 14, wherein registration information for each game participant includes team information whereby each game participant is allocated a team, and wherein the score of each participant is aggregated with the scores of other game participants of the same team.
PCT/AU2004/001384 2004-10-11 2004-10-11 Method and system for conducting a competition WO2006039735A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/AU2004/001384 WO2006039735A1 (en) 2004-10-11 2004-10-11 Method and system for conducting a competition

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/AU2004/001384 WO2006039735A1 (en) 2004-10-11 2004-10-11 Method and system for conducting a competition

Publications (1)

Publication Number Publication Date
WO2006039735A1 true WO2006039735A1 (en) 2006-04-20

Family

ID=36147955

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/AU2004/001384 WO2006039735A1 (en) 2004-10-11 2004-10-11 Method and system for conducting a competition

Country Status (1)

Country Link
WO (1) WO2006039735A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2455070A (en) * 2007-11-16 2009-06-03 David John Llewellyn Woolley Message based sports result prediction game
US8651953B2 (en) 2007-02-01 2014-02-18 Mattel, Inc. Electronic game device and method of using the same

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020042293A1 (en) * 2000-10-09 2002-04-11 Ubale Ajay Ganesh Net related interactive quiz game
WO2002066130A1 (en) * 2001-02-16 2002-08-29 Waplications Pty Limited Method of playing a game over a broadcast medium
US6676521B1 (en) * 2000-08-18 2004-01-13 Cariocas, Inc. Enhanced online game mechanisms
US6758754B1 (en) * 1999-08-13 2004-07-06 Actv, Inc System and method for interactive game-play scheduled based on real-life events
WO2004079535A2 (en) * 2003-03-05 2004-09-16 Eric Inselberg Method and apparatus for interactive audience participation at live spectator revent

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6758754B1 (en) * 1999-08-13 2004-07-06 Actv, Inc System and method for interactive game-play scheduled based on real-life events
US6676521B1 (en) * 2000-08-18 2004-01-13 Cariocas, Inc. Enhanced online game mechanisms
US20020042293A1 (en) * 2000-10-09 2002-04-11 Ubale Ajay Ganesh Net related interactive quiz game
WO2002066130A1 (en) * 2001-02-16 2002-08-29 Waplications Pty Limited Method of playing a game over a broadcast medium
WO2004079535A2 (en) * 2003-03-05 2004-09-16 Eric Inselberg Method and apparatus for interactive audience participation at live spectator revent

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8651953B2 (en) 2007-02-01 2014-02-18 Mattel, Inc. Electronic game device and method of using the same
GB2455070A (en) * 2007-11-16 2009-06-03 David John Llewellyn Woolley Message based sports result prediction game

Similar Documents

Publication Publication Date Title
US6390921B1 (en) Computer based method and apparatus for enabling collaboration of multiple game players
US6406371B1 (en) Data communication method for game system
EP2015539B1 (en) Instant messaging embedded games
US20160054872A1 (en) Method of and apparatus for utilizing sms while running an application on a mobile device controlling a viewer's participation with a broadcast
US20040185881A1 (en) Location-based ad-hoc game services
US20060190321A1 (en) Method and computing system for games, lottery and/or advertising campaign events using SMS or multimedia messages
US20080254887A1 (en) Gaming System and Method
TW536875B (en) Communication prize competition system and terminal in use there for as well as communication market survey system and terminal in use thereof
CN106998506A (en) Match guess interactive approach and system
US7570606B2 (en) Managing a communications system by offering participants the opportunity to respond to requests submitted by other participants
GB2375006A (en) Data processing system
WO2006039735A1 (en) Method and system for conducting a competition
WO2002066130A1 (en) Method of playing a game over a broadcast medium
US20080300056A1 (en) Telephone Enabled Elimination Game
KR20040074894A (en) Method for servicing online baduk by using network
JP3822484B2 (en) GAME SERVER, GAME PROVIDING METHOD, AND PORTABLE TERMINAL DEVICE
KR20050105082A (en) Challanging system and method with online games
US20030085522A1 (en) Game and method of playing a game
GB2409173A (en) An online dating referral system
KR100894360B1 (en) Location based mobile tournament event service method by using mobile communication network and its service system, mobile communication terminal therefor
EP1179952A1 (en) Interactive data exchange and data communication system and method
JP2005185623A (en) Game providing device and program thereof, game terminal, and game participating program
CN114240345A (en) Wushu set-road match statistical system and method
EA006072B1 (en) Method for conducting real time lottery without use of a random numbers generator for selection of winning numbers (variations)
RU2250793C2 (en) Gaming method, mainly using questions and answers for remote users

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NA NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW

AL Designated countries for regional patents

Kind code of ref document: A1

Designated state(s): GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IT LU MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG

121 Ep: the epo has been informed by wipo that ep was designated in this application
NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 04761415

Country of ref document: EP

Kind code of ref document: A1