WO2001012279A2 - 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 events Download PDF

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Publication number
WO2001012279A2
WO2001012279A2 PCT/US2000/022091 US0022091W WO0112279A2 WO 2001012279 A2 WO2001012279 A2 WO 2001012279A2 US 0022091 W US0022091 W US 0022091W WO 0112279 A2 WO0112279 A2 WO 0112279A2
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WO
WIPO (PCT)
Prior art keywords
player
players
team
teams
contests
Prior art date
Application number
PCT/US2000/022091
Other languages
French (fr)
Other versions
WO2001012279A3 (en
WO2001012279A9 (en
WO2001012279A8 (en
Inventor
Eric Robert Lavanchy
Anthony Frank Zito
Richard Edward Lamb
Original Assignee
Actv, Inc.
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
Family has litigation
First worldwide family litigation filed litigation Critical https://patents.darts-ip.com/?family=23472999&utm_source=google_patent&utm_medium=platform_link&utm_campaign=public_patent_search&patent=WO2001012279(A2) "Global patent litigation dataset” by Darts-ip is licensed under a Creative Commons Attribution 4.0 International License.
Application filed by Actv, Inc. filed Critical Actv, Inc.
Priority to JP2001516619A priority Critical patent/JP2003529397A/en
Priority to AU69027/00A priority patent/AU6902700A/en
Priority to EP00957401A priority patent/EP1207944A4/en
Priority to CA002383261A priority patent/CA2383261A1/en
Publication of WO2001012279A2 publication Critical patent/WO2001012279A2/en
Publication of WO2001012279A8 publication Critical patent/WO2001012279A8/en
Publication of WO2001012279A3 publication Critical patent/WO2001012279A3/en
Publication of WO2001012279A9 publication Critical patent/WO2001012279A9/en

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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
    • A63F13/60Generating 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
    • A63F13/65Generating 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
    • 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
    • A63F13/335Interconnection 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
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing 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
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • 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
    • A63F13/798Game 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
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F2300/30Features 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
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/5506Details of game data or player data management using advertisements
    • 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
    • A63F2300/50Features 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
    • A63F2300/558Details 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
    • 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
    • A63F2300/5593Details of game data or player data management involving scheduling aspects
    • 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
    • A63F2300/57Features 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
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods 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
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods 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
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • 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
    • A63F2300/8011Ball
    • 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 generally to games, and more specifically to
  • a player may only compete with other players nearby. To participate, a player may have to
  • An object of the present invention is to overcome these and other drawbacks in existing systems and methods.
  • 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 allowing a plurality of players to compete in a trivia based competition by
  • 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 embodiment of the invention.
  • 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 determined.
  • 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, may be provided in which players cooperatively determine the
  • a player may use any known internet
  • the player may use this browser 50 to
  • implementing the present invention may comprise various steps, including
  • Fig. 1 is a flowchart illustrating an embodiment of the present invention, including the steps of "Login/Registration” (step 2), "Match Management” (step 4),
  • the present invention may also include additional steps, or may be performed
  • the system provides for players to login and register before
  • First time players may register with the
  • the player may be assigned or may select a username and password for logging into the system. Once a player registers, or if a player has previously
  • a player may log into a system. Other login procedures may also be used.
  • step 4 the system initiates procedures to manage a match.
  • Players may be organized into a team based on player
  • Teams may then compete in matches against one or more other teams.
  • teams comprise a limited number of
  • each team has the desired number of players. For example, if a match was set
  • 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
  • a player may be directly placed into a team that is currently competing in a
  • a player may be placed
  • Matches may also be combined to reduce the total number of matches.
  • match management may also occur, as described below. Once a match has been established, the system may provide for match play-
  • step 6 A roster of players on a team and a chat area may be presented, allowing
  • the correct answer may be
  • 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
  • a player may be
  • 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.
  • a raffle system may be used to award prizes.
  • a drawing may then determine which player
  • 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
  • web shell 102 may include web pages
  • Player management module 104 may maintain player information (e.g., username, 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
  • ticker at the conclusion of a contest or game and an interaction server 1 14 or
  • Machine Marshall that may be responsible for synchronizing with clients who sponsor a system, distributing content (e.g., question/answer data, etc.), and
  • a client-side application e.g., a client website
  • Client-side applications may include programs written in JavaTM,
  • Content management module 116 may generate and provide game or
  • contest information to game logic module 112 which may include trivia questions
  • Game management module 118 may maintain a pool of current
  • Prize/winner management module 120 may select winners periodically
  • Advertising/sponsorship module 122 may provide advertising and
  • Web shell 102 may comprise the central control component of the system
  • system 100 may comprise a server system that provides web access to the
  • That system may present a series
  • web shell 102
  • every page provided at the site determines the content of pages that are presented to the players. According to an embodiment of the invention, every page provided at 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
  • progress may be presented and current scores, with winning team listed first, e.g.: winner's fans 255, loser's fans 210, as well as the number of people playing.
  • Clicking on one of these matches may take a player to an appropriate game
  • a home page may further have a link to a game schedule, a link
  • a prize page to a prize page, and a login box for login and/or registration.
  • 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
  • information page may present the current score for each team, and the number of
  • teams may be referred to not simply as “Team X,” but as “Team X fans,” to
  • information page may also indicate when a match is scheduled to end.
  • a player may present a login box to a player.
  • a player may activate an appropriate softkey
  • a match information page may also present information about match
  • a match results ticker may
  • Match result information may be displayed in
  • Information displayed on a match results ticker may include a
  • a ticker may hold a maximum number (such as 22, for example)
  • Web shell 102 may also include a team locker room page.
  • a team locker may also include a team locker room page.
  • room page may be a "home base" for a particular team, providing access to all
  • a team locker room page may present a score for
  • teams may be referred to not simply as “Team X” but
  • a team may be
  • Team X may have 20 fans competing in 3 matches. Results of all matches may be displayed on a team locker
  • a message may be presented that indicates this fact. For example, a particular day, or week, a message may be presented that indicates this fact.
  • phrase “Team X fans are not currently playing a game” may be
  • a team locker room page may also indicate when a game is scheduled to
  • a player may activate a button to enter a particular game
  • a login box may be
  • 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 of the website where the system is located.
  • Game page 500 may also display a login for
  • a pop-up registration window may
  • the pop-up registration may
  • a team locker room page may then be presented to a player.
  • Game page 500 may also present a ticker 518, which may comprise a left to
  • Ticker 518 may
  • Game page 500 may
  • Web shell 102 may also include a fan ranking page.
  • a fan ranking page may also include a fan ranking page.
  • a fan may present a list of players.
  • a fan may present a list of players.
  • a fan may present a list of players.
  • a fan may present a list of players.
  • ranking page may present a list of the top players, such as the top ten players, as
  • Information may include a username, city,
  • a fan ranking page may
  • each player may select from one of the plurality of the plurality of the plurality of the plurality of players. According to an embodiment of the present invention, each player may select from one of the plurality of players.
  • a personal trading card may be a
  • a personal trading card may
  • a personal trading card may appear as
  • trading card may also present a player's statistics. According to an embodiment of
  • a personal trading card may present results of a player's
  • 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
  • World sportmg events such as World Cup Soccer, Davis
  • a prize page may be included in web shell 102.
  • a prize page may display
  • 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 username, 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
  • 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
  • an alert dialog may also be displayed to prevent a player
  • a new match may be created.
  • a new match may be referred to as
  • a Jets fan who is looking for a match as a Jets fan, may login and select to enter a match.
  • Match #1 may have 6
  • Match #2 may have 4
  • Match #3 may have 10 Giants fans
  • Jets fans are outnumbered by four (4) in that match, more than any
  • the system may place a player in a match with the
  • Match #1 had only 2
  • Match #3 Tony would be placed in Match #1, which has fewer human players. If more than one match has the same difference between sides and has an equal
  • 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
  • the player may activate a create match button, 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 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. Other methods for combining matches may also be used.
  • 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 1 14. According to an embodiment of the invention, upon request to create a romantic partner.
  • 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
  • audio and visual media may be any suitable media. According to an embodiment of the invention, audio and visual media may be any suitable media.
  • 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
  • Chat may be active while the players wait for
  • a roster list of players for each team currently in the match may be
  • fans of the visiting team may be displayed on the left side, and fans of the home
  • a home team and a visiting team may be displayed on the right side.
  • a home team and a visiting team may be displayed on the right side.
  • a home team and a visiting team may be displayed on the right side.
  • Each player may have individual
  • 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 personal trading card.
  • Other formats may also be used.
  • 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
  • a scrollable chat window may be presented at the
  • a keyboard cursor may be focused on the chat entry field, so
  • 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
  • a player may use additional features as well. According to an embodiment
  • a player may chat by "emoting."
  • Emoting may be described as the
  • a player with a username "Elava” may type into a chat
  • the chat window may display "Elava > I'm sleepy.”
  • the chat window may display "Elava is
  • gameplay may begin when a
  • match has a predetermined number of human players on either side.
  • this may be accomplished by a combination of users joining the match
  • an announcement from a referee may indicate that a game is
  • gameplay may take place in
  • a central portion of a display may comprise a series of multiple-choice trivia
  • Content Management Module 112 may interact with Content Management Module 116 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 within that time-frame by, for example, selecting the new answer that 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
  • 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 also indicate if a question is a bonus question. 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 card.
  • a player may find out information about the other players.
  • a match scoreboard 258 may display the current score of the match.
  • 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 username 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
  • a match result screen may be displayed.
  • the outcome of a match may be determined and announced, along with a
  • result screen may comprise displaying an outcome of a match, the number of
  • a player may be awarded tickets
  • 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.
  • Tickets may also be awarded to individual players based on their successful participation in team play, and who the team played.
  • player may be awarded one ticket for playing, a ticket for every correct answer, and
  • 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
  • Bots may be randomly assigned to teams.
  • Accuracy rates may include the percentage chance of answering a question
  • a bot may correctly answer a
  • bots may answer questions at a level based on the
  • a player may use a browser
  • a new match is created at step 300.
  • a system determines if
  • 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
  • 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
  • bots e.g., a robot
  • a message is displayed to the players at step 308. The message may indicate that the match is ready to begin.
  • the system may check at step 310 to see if there are multiple
  • step 312 the system returns to step 312 to determine if each team in a match has at least
  • 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
  • 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 player is not logged in (e.g., a session cookie is not
  • a login box may contain the message "Enter your user name
  • a login box may contain a form with a user
  • a login box may comprise other
  • a login e.g., a session cookie is present and valid
  • box may contain the following message: "Welcome, ⁇ User Name>! Click on your name above to see your personal Trading Card.” Clicking on the name may open a
  • a system determines if a valid cookie is present at step
  • a message may be displayed at step 204,
  • a cookie is deleted at step 206 and the system returns to step 200.
  • a login form and new player registration link are displayed at step 208.
  • a form is submitted at step 210, and a
  • step 214 the welcome screen of step 204 is displayed to the
  • a player may activate a new user registration link displayed at step
  • step 224 If a username exists, a message is displayed at step 226
  • a player is then returned to submit a new registration form at step 222.
  • the 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
  • message may inform a player that the e-mail format is incorrect, and suggest an
  • a player may then be returned to submit a registration form
  • a system may determine if the e-mail address is in a correct format, a system may determine if the e-mail address is in a correct format, a system may determine if the e-mail address is in a correct format, a system may determine if the e-mail address is in a correct format, a system may determine if the e-mail address is in a correct format, a system may determine if the e-mail address is in a correct format, a system may determine if the e-
  • player may be returned to submit a form with a new e-mail address at step 222.
  • a session cookie is
  • a login help page may be associated with Player Management Module 102,
  • An error page may result when a player tries
  • a login help page may display a text message to a player indicating the
  • help page may request that a player enter an e-mail address into an entry box
  • the system administrator may then send the
  • a login help page may prompt a player to enter their e-mail address if they
  • login help page may prompt a player to correct the e-mail address entered or to
  • a player may change user
  • an edit player is provided. According to an embodiment of the invention, an edit player
  • information link may link to a page with a form interface allowing a player to
  • a player may need to be filled in correctly in order for changes to occur.
  • a player may be
  • Content management module 116 may provide content to match
  • Question data may comprise a
  • 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
  • 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"
  • prize tickets function as raffle tickets with each prize ticket counting
  • awarding prizes may also be used.
  • prize ticket totals may be
  • Advertising/sponsorship module 122 may coordinate sponsor and advertising information.
  • a sponsor web page may sponsor an online trivia game on its web site, and provide advertising banners on the web site. Advertising/sponsor module 122 may coordinate the competitions and the advertising, thereby allowing efficient use of the web site. Advertising/sponsor module 122 may also perform other functions.
  • a computer usable medium having computer readable program code embodied therein for an electronic competition may be provided.
  • the computer usable medium may comprise a CD ROM, a floppy disk, a hard disk, or any other computer usable medium.
  • One or more of the modules of system 100 may comprise computer readable program code that is provided on the computer usable medium such that when the computer usable medium is installed on a computer system, those modules cause the computer system to perform the functions described.
  • system 100 may be configured to:
  • System 100 may comprise components of a software system.
  • System 100 may operate on a

Abstract

A method and system for providing on-line game (60) competition are provided. Players (402) select their favorite teams, join with the other fans of the team (50), and compete against players on the opposites team. Teams compete against each other in matches, where matches are based on schedules of real-life events, such as sports schedules or entertainment schedules. Players (402) are grouped with other players associated with their favorite teams, and matches are organized. Varios trivia questions (100) may be presented, and players have a predetermined period to answer the questions. Points may be awarded based on a player's success in competition and the overall teams success in the matches. Further, prizes are awarded based on points received by a player.

Description

SYSTEM AND METHOD FOR INTERACTIVE GAME-PLAY SCHEDULED BASED ON
REAL-LIFE EVENTS
Field of the Invention
The present invention relates generally to games, and more specifically to
online electronic team games of trivia scheduled based on real-life events.
Background of the Invention
Competitive games are a well known form of recreation. These games may
include physical activities, such as basketball or baseball, or more inactive games,
such as "board games" like Monopoly ™ and Trivial Pursuit ™. Advances in
technology have added new games and altered existing games. These advances in
technology allow games such as basketball, baseball, or Monopoly™ to played in
an electronic format.
Competitive games may be enjoyable because participants can interact with
others in friendly competition. Electronic games, however, may suffer from the
drawback of reducing the number of people who can participate together in a game.
Many current electromc video games are limited to two players competing against
each other. This limits who can participate.
Additionally, many conventional games are limited by geography. Players
may only compete with other players nearby. To participate, a player may have to
travel large distances at great expense to reach a competition. This may discourage
players from competing in various contests. Conventional electronic games may also have a drawback of not
establishing competition among a community of players with common interests.
Many electronic games are limited to a schedule(s) created by the game
manufacturer. These games do not incorporate real-life competition and/or
preexisting loyalties held by players. While a player may have a preexisting loyalty
to a college football team, for example, existing electronic games do not
specifically use these loyalties to promote competition in the electronic games.
These and other drawbacks exist.
Summary of the Invention
An object of the present invention is to overcome these and other drawbacks in existing systems and methods.
Another object of the invention is to provide systems and methods for
allowing a plurality of players to electronically compete in contests against each other.
Another object of the invention is to provide systems and methods for
allowing a plurality of players to be teamed together, based at least in part on
player profiles, and matching teams of players against each other in a competition.
Another object of the invention is to provide systems and methods for
matching teams of players against each other in competition based on real-life events. Another object of the invention is to provide systems and methods for
grouping players into teams based on player-selected sports teams and matching teams according to a real-life sports schedule.
Another object of the invention is to provide systems and methods for
creating a compelling multi-player experience as well as foster a community of
like-minded sports fans.
Another object of the invention is to provide systems and methods for
fostering player loyalty driven by pre-existing, strongly held loyalties to sports
teams.
Another object of the invention is to provide systems and methods for
allowing a player to receive a score for a contest based on the performance of the
player in the contest and based on the performance of the player's team in the
contest.
Another object of the invention is to provide systems and methods for allowing a plurality of players to compete in a trivia based competition by
presenting players with a series of questions and tallying the responses provided by
the players.
Another object of the invention is to provide systems and methods for
providing the opportunity for players to accumulate chances to win prizes while
participating in competition with and against a plurality of other players. Another object of the invention is to provide systems and methods for
providing branding opportunities for partners and clients who sponsor player
competition.
Another object of the invention is to provide systems and methods for
providing a sizable value-added content to existing online sports content providers
who sponsor player competition.
These and other objects of the invention are accomplished according to
various embodiments of the invention. According to one embodiment of the invention, a plurality of players register to compete. Players are placed on teams
based on a player's indication of team preferences. Teams are matched based on
real-life events. The score of the competition is tallied, and the players are
awarded scores based on the player's individual performance and teams
performance.
Other objects and advantages exist for the present invention.
Brief Description of the Drawings
Figure 1 is a flowchart of am embodiment of a method according to the
invention.
Figure 2 depicts a schematic diagram of a hardware system according to an
embodiment of the invention.
Figure 3 depicts a schematic diagram of a system according to an
embodiment of the invention. Figure 4 is a flowchart of a method of login and registration according to an embodiment of the invention.
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
invention.
Figure 7 illustrates a graphical user interface depicting a game page
according to an embodiment of the invention.
Figure 8 illustrates a graphical user interface depicting a personal trading
card according to an embodiment of the invention.
Detailed Description of the Preferred Embodiments
The present invention is described in relation to an internet based world
wide web interface system that players access using a web browser. In this
environment, the present invention provides online electronic team-oriented games
of trivia with matches that are scheduled based on real-life events. Nonetheless,
the characteristics and parameters pertaining to the electronic team games are
equally applicable to other types of competition.
For purposes of explaining the present invention, an embodiment of the
present invention is set forth. A player may use a browser to connect over the
internet to a server program and logon to an electronic team game of trivia. A player profile may include teams a player selects to be associated with or against,
such as a favorite team and a least-favorite or rival team.
Using the browser, 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
against a favorite team. A team page may be presented to the player, and may
display a game to be played, where the game corresponds to a real-life schedule,
and various matches. Matches involve players from one team competing against
players from another team. A player may be placed in an appropriate match by the
system, may select to join a match, or may create a new match. Computer-
controlled players, or "bots," may be added to keep sides even. A match may begin
with the system presenting a question and various answer possibilities to the
players, who may select an answer or pass on a question. After a predetermined period of time has passed, 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
tallied after each answer is presented. A match may comprise a predetermined
number of questions. \
Scores may be awarded based on the number of correct answers, both by
the team as a whole and by the individual players. At the end of the match, a
player may be awarded a final score based on the number of questions correctly
answered, the match results and the team results. Tickets may be used as a method
of counting awards points for a player based on a players score, with more tickets
being awarded for higher scores. Prizes may be raffled by drawing from the tickets awarded to players. A more detailed explanation of various features and elements
of the present invention will now be given.
According to an embodiment of the invention, a multi-player game, such as a trivia game, may be provided in which players cooperatively determine the
outcome of matches which are scheduled based on real-life games/schedules.
According to an embodiment of the invention, a player may use any known internet
browser, such as Netscape™ 4.0 or higher, or Microsoft Internet Explorer™ 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.
As noted above, the system provides for players to login and register before
playing a game in login registration step 2. First time players may register with the
system by entering information to allow identification of that player. Upon
registering, the player may be assigned or may select a username and password for logging into the system. Once a player registers, or if a player has previously
registered, a player may log into a system. Other login procedures may also be used.
In 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.
According to an embodiment of the invention, teams comprise a limited number of
players per match. Computer-controlled players, or "bots" may be used to ensure
that 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
team. Other embodiments may also be used.
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. Once a match has been established, 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
players in step 8. 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
victory may result in a higher score for the player. Other scoring methods may also
be used, as described in detail below.
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.
To perform these and other functions, a scheduled match trivia game
system 100, according to an embodiment of the invention, 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
108, chat module 110, game logic module 112, interaction server 1 14, content
module 116, game management module 1 18, prize/winner module 120, and advertising/sponsorship module 122. The operation of each of these modules is
provided in detail below. In general, web shell 102 may include web pages
providing a primary interface to non-game play functions, such as login,
game/match information, player trading cards, help, and other functions. Player management module 104 may maintain player information (e.g., username, real
name, personal statistics, team affiliation(s), etc.) and manage registration of new
players and login of existing players. Player management module 104 may allow a
player to change some of the stored information to allow a player to customize a
player profile or personal "trading card."
Match management module 106 may maintain a pool of current matches,
manage initiation of new matches, and place players into matches. Match module 108 may also contain one or more sub-modules, including a chat module
110 that supplies in-match chat functionality, a game logic module 112 that
provides game logic, handles match scoring, interfaces with content management
module 116 to obtain trivia content, sends "Referee" (or system administration)
messages via chat module 110, provides prize ticket data to player management
module 104 at the conclusion of a contest or game and updates a "Recent Players"
ticker at the conclusion of a contest or game, and an interaction server 1 14 or
"Match 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) may incorporate part of the chat and game logic
functionality. Client-side applications may include programs written in Java™,
Shockwave™, 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
win/loss records.
Prize/winner management module 120 may select winners periodically
based on prize ticket data, and may generate and distribute winner reports for prize fulfillment. Advertising/sponsorship module 122 may provide advertising and
sponsorship content to web shell 102. A more detailed description of system 100
and various modules which may be contained therein is described now.
Web shell 102 may comprise the central control component of the system
that provides global navigation for a player that accesses the system. As described
above, 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 players. According to an embodiment of the invention, every page provided at the
web shell may have a set of textual links to areas of a web site, including a home
page, a table of contents of a help section, a prize page, and a player information
editing page. Other links may also be provided. According to an embodiment of the invention, a player information editing page may be provided only when a
player has logged in. Depending on the situation (e.g., a player is logged in, or not
logged in, location within site, etc.), there may be additional links.
Web shell 102 may also present a splash screen to introduce a player upon
logging into the system. According to an embodiment of the invention, an
introductory splash screen may containing a product name and logo, an animation
or movie, audio or other content. After a predetermined period of time (e.g., after
an image or animation has had time to load), or if the player clicks on a logo, a player may be taken to a home page.
A home page may be a central hub page to introduce concepts, explain
procedures and rules, and present various aspects of the competition. A home page
may display all games in progress along with the game status and score of each of those games. An interface may be provided on a home page to allow a player to
login/register. According to an embodiment of the invention, a home page may
display a brief paragraph introducing the competition and explaining how it work.
For example, a player may receive instructions that the competition is a trivia game
based on sports. Other types of competition may also be used. A list of matches in
progress may be presented and current scores, with winning team listed first, e.g.: winner's fans 255, loser's fans 210, as well as the number of people playing.
Clicking on one of these matches may take a player to an appropriate game
information page. A home page may further have a link to a game schedule, a link
to a prize page, and a login box for login and/or registration.
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.
According to an embodiment of the invention, a match i formation 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.
A match information page may also present information about match
results. According to an embodiment of the invention, 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. According to an embodiment
of the invention, 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. As noted previously, 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 the competition is between the fans and not the
actual teams. According to an embodiment of the invention, 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 specific game. A game page may indicate which teams are playing, the number
of players participating for each team, and the overall score for the game. A game
page may also allow a player to enter a team locker room page. According to an
embodiment of the invention, a ticker may display information about players and
the game, including the rankings and prize points of players, the results and status
of matches, and other information. Other information may be displayed on a game
page.
Fig. 7 illustrates a graphical user interface depicting a game page according
to an embodiment of the invention. Game page 500 may display a title 502, where
the title identifies the game, and a sponsor logo 504. For example, a title may
indicate a regular season game, a noted rivalry, a play-off game, or other
information about the game. Sponsor logo 504 may identify the owner or sponsor of the website where the system is located.
Logos indicating Team A's fans 506, and Team B's fans 508 may be
displayed, along with the score accumulated by Team A's fans, 510, and the score
accumulated by Team B's fans 512. Game page 500 may also display a login for
Team A' fans and a login for Team B's fans, at 514 and 516, respectively.
According to an embodiment of the invention, a pop-up registration window may
appear when login 514 or 516 is selected by a player. The pop-up registration may
prompt a player to enter the appropriate username and password to login to the
system. A team locker room page may then be presented to a player. 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. According to an embodiment of the invention, 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 username, 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
incentive for competition.
According to an embodiment of the present invention, 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.
According to an embodiment of the present invention, 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. According to an embodiment of
the invention, 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
earned by a player. Other information may also be presented.
Fig. 8 illustrates a graphical user interface depicting a personal trading card
according to an embodiment of the invention. A personal trading card 400 may
display the name and address of a player 402 as well as an image of the player 404.
According to an embodiment of the invention, a player name and address may
comprise a real name, a username, and the city and state of residence. Other
information may also be included.
A personal tracking card may also display player statistics 406, which
include the number of games played, a player's win/loss record, a player's winning
percentage, the number of questions seen by a player, the number of questions
answered correctly by a player, the percentage of correct answers, the prize points,
or score awarded, and any ranking or level achieved by a player. Other information may also be included. A personal trading card 400 may also display a sponsor logo
408 for advertising purposes. Other embodiments of personal trading cards may
also be used.
Web shell 102 may include a game schedule page that displays a schedule
of games, including games in progress, games already played, and games to be
played. A game schedule page may indicate a schedule for a particular team, a
plurality of teams, or all teams. According to an embodiment of the invention, a
game schedule may be based on real-life events. For example, the system may
provide various teams associated with the National Football League™ ("NFL"), such as the Detroit Lions™, the Cincinnati Bengals™, and the Seattle Seahawks™
football teams. The real-life schedule for the NFL may include the Detroit Lions™
playing the Cincinnati Bengals™ in week one, and the Cincinnati Bengals™
playing the Seattle Seahawks™ in week two. Matches between fans of the teams
may be played according to the schedule. Thus, the Detroit Lions™ fans would
play the Cincinnati Bengals™ fans in matches in week one, and the Cincinnati
Bengals™ fans would play the Seattle Seahawks™ 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,
boxing, or other sports. World sportmg events, such as World Cup Soccer, Davis
Cup Tennis, the Olympics™, or other events may also be used. Additionally, non-
sporting events may be used for competition, including events such as the Oscars™
(e.g., fans of various nominees can compete), Emmys™, Cannes Film Festival, elections (e.g., Republicans vs. Democrats, supporters of rival candidates, etc.),
large public trials (e.g., Microsoft™ 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.
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 username, password, e-mail address, date of birth, first
name, last name, address, city, state, zip code, opt-in, and other information. Opt-
in is a method of compliance with generally recognized consumer privacy policies,
whereby a user indicate acceptance of correspondence from the server program, for
example by checking a box or otherwise providing a positive acknowledgment. A
negative acknowledgment may occur when a user is considered to be opted-in
unless steps are taken to opt-out. A database may also store player competition
information, which may include the number of matches played, the number of
questions answered, the number of questions answered correctly, the number of
questions passed, the number of prize tickets awarded, the number of games played
in, and the number of games won. Player competition information may also
include the date the last prize was won, a team affiliation, and a team rivalry
(negative affiliation). A team affiliation and a team rivalry may be selected when a
player registers. 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
team into groups, and organize a plurality of groups into matches. According to an
embodiment of the invention, a player may be presented with various options. A
player may select to directly enter a match, whereby a player may then be placed
straight into an appropriate match. If a player attempts to play against his/her
affiliation team, an alert dialog may also be displayed, and may prevent a player
from playing against a favorite team and losing on purpose. If the user is trying to play for his/her rival team, an alert dialog may also be displayed to prevent a player
from playing for a rival team and losing on purpose. If no current matches have
been formed when the player selects to enter a match, a new match may be created.
According to an embodiment of the invention, a new match may be referred to as
"<username>'s Match", where the <usemame>'s refers to the first player in the
match. When placing a player in an appropriate match, the difference between the
number of human players on each side in the unstarted matches available may be
determined, and a player may be placed in the match that has the greatest
deficiency of human players on his side. Other methods may also be used to
determine an appropriate match. According to an embodiment of the invention,
computer-controlled players, which may be referred to as "bots," may be used to
fill in matches which are uneven.
By way of example only, suppose on November 6, 2000, the New York Jets™ are playing the New York Giants™. On November 4, 2000, Player Tony,
who is looking for a match as a Jets fan, may login and select to enter a match.
Suppose at that time, there are three unstarted matches. 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
and 6 human (and 4 bots) Jets fans. Tony would be placed in Match #3, replacing
a bot, because Jets fans are outnumbered by four (4) in that match, more than any
other match. If more than one match has the same disparity of players from one team
with players from another team, the system may place a player in a match with the
fewest human players. For example, if in the example above, Match #1 had only 2
human Jets fans (and 4 bots), the difference between sides would be the same as in
Match #3. Tony would be placed in Match #1, which has fewer human players. If more than one match has the same difference between sides and has an equal
number of human players, a player may be randomly assigned to one of these
matches. Other methods for assigning players may also be used.
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
may be listed and dynamically updated. Matches listed may include information
about a match name, the total number of players in the match, and the score of each team. The match name may be selected by a player who created the match or
assigned by the system. Other information may also be included.
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 create match button, a new match may be initiated with the player's name, and the
player may be taken into the new match.
According to an embodiment of the invention, existing matches may be
combined. When a new match is created, a check may be performed to see if
multiple matches can be combined in order to reduce the number of bots in the game system, and facilitate more interesting, lively chat and gameplay. Checking
matches for combinations may be performed at predetermined time-intervals, or
may be based on the number of human players. According to an embodiment of the invention, matches may be combined in such a way as to never split up existing
matches. That is, matches are combined only if a match can be moved intact into
another match, with enough room for all of the players. Other methods of
combining matches may also be used.
According to an embodiment of the invention, when determining whether
to combine matches, a system may check if any other matches are forming. If there
are other matching forming, a system may determine if there are enough open slots
in a current match for the other match's players to fit into the current match. If not,
the next available forming match may be checked. If so, a system may determine
the difference, X, between the number of players on each side if the matches were
combined. This number, X, may be an index of the suitability of combining the
matches, where lower numbers are better. If X=0, the matches may be combined.
According to an embodiment of the invention, a current match may be combined
with the match with the lowest value of X, i.e., the smallest difference created
between the two sides. If more than one combination results in the same value for
X, matches may be combined randomly with matches of the same X value. Other methods for combining matches may also be used.
Match module 108 may be used to facilitate gameplay and competition. As
noted above, match module 108 includes chat module 110, game logic module 112, and interaction server 1 14. According to an embodiment of the invention, 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.
According to an embodiment of the invention, 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.
According to an embodiment of the invention, 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. According to an embodiment of the invention, 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
designated based on a real-life match-up. Each player may have individual
performance statistics located near the player's name. According to an
embodiment of the invention, 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
number of questions seen by the player. Clicking on a player's name (including
one's own) name may bring up a new window which contains that player's personal trading card. Other formats may also be used.
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
the top percentage players for each side being at the top of the roster. Sorting
players may occur after scores for each question are tallied. Other methods for
displaying rosters may also be used.
A chat area may be presented to a player to allow communication between
players while competing and may be monitored by chat module 110. According to an embodiment of the invention, 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
that a player does not have to click on the chat entry field to begin typing. 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
embodiment of the invention, 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 (e.g., referee messages, messages from the system announcing certain conditions or events, etc.), may appear in a third color
under a specified name, such as a username "Referee."
A player may use additional features as well. According to an embodiment
of the invention, 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 username "Elava" may type into a chat
input field "I'm sleepy." 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.
According to an embodiment of the invention, 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. By way of example only, when there are six human
players on either side, 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
component to this announcement.
According to an embodiment of the invention, gameplay may take place in
a central portion of a display, and may comprise a series of multiple-choice trivia
questions. Other types of contests may also be presented to players, and the display
of the contests may vary depending on the type of contest. Game Logic Module
112 may interact with Content Management Module 116 to obtain contest data.
According to a preferred embodiment of the invention, all players see the same
question at the same time. According to an embodiment of the invention, players
are given a predetermined period of time to answer each question. Therefore, a
clock may count down the time players have to answer each question. The player
may have the full allotment of time to select an answer. According to an
embodiment of the invention, a player may change an answer as often as is desired within that time-frame by, for example, selecting the new answer that is desired.
After each question, the answer may be revealed along with a short factual
statement about the question/answer, and then the points may be tallied up.
According to an embodiment of the invention, each player's correct answers may
be worth +1 point, incorrect answers may be worth - 1 point, and "passing", or not
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, a "pass" button, a timer, the location of the question with a sequence of questions (e.g., first, second, last, etc.) and a current match score.
Other information may be presented on a question screen. A question screen may also indicate if a question is a bonus question. Bonus questions will be described in more detail below.
When a question is presented to players, a timer may begin counting as
soon as all answers have been displayed. Answers may have a rollover state as
well as a selected state, as does the "Pass" button. Rollover state may be the
detection that the mouse cursor is positioned over an object, such as a particular
line of text. Selected state may be the acknowledgment that the mouse cursor is
positioned over an object, and that the object has received a mouse click.
According to an embodiment of the invention, the full allotment of time must
expire before a player is advanced to the answer screen. A player may change a
selected answer at any time until time expires. An answer (or "Pass" button) that is selected when time expires is the one that is submitted for evaluation. According
to an embodiment of the invention, 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
embodiment of the invention. Graphical user interface 250 displays the teams in
competition and the roster of teams. Symbols or logos 252 and 254 may be used to
identify Team A and Team B, respectively. Team A's roster 255 and Team B's
roster 256 may be displayed under the appropriate logos. Each roster may list the players participating, including the bots. According to an embodiment of the
invention, each player's name may provide a link to that player's personal trading card. Thus, a player may find out information about the other players.
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
match information. A game scoreboard 259 may display the current combined
score of all matches associated with a game. For example, suppose a game
between the New York Jets™ and the New York Giants™ has a total of seventeen
matches in progress. A graphical user interface 250 for one match between New
York Jets™ fans and the New York Giants™ fans may display on match
scoreboard 258 that the Jets™ fans are winning by a score of 47 to 38. Game
scoreboard 259 may display that the Giants™ fans are winning the seventeen
matches by a combined score of 510 to 390.
According to an embodiment of the invention, a question may be presented
260 and players may designate an answer at display 262. According to an
embodiment of the invention, a player is presented with answer choices and a pass
choice at display 262. A player answers or passes a question by designating a
button or soft-key associated with an answer or pass. Other options may also be
presented to a player. Chat area 264 displays discussions between various players. A player may
type in discussions for other players and read what players say. Other manners of
presenting a graphical user interface may also be used. An answer screen may comprise a status message, indicating the status of
the answer (e.g., "Correct!", "Wrong!", "Time's Up!", "You Passed", etc.), a
correct answer, a response, such as additional information regarding the answer,
and a current match score. Other information may be displayed on an answer
screen. According to an embodiment of the invention, after a pause for a
predetermined period of time, a tally screen may be displayed and includes for each
team, the number of players who answered a question correctly, and the number
who answered the question incorrectly. A tally screen may also comprise the
number of points scored on the question for each team, the total points after the
question's points are added for each team, and whether the last question was a
bonus question.
According to an embodiment of the invention, correct answers may be
tallied at the same time for each team. As each correct answer is added to the total,
the number next to a username in a roster list may be updated appropriately, e.g.,
each player who got the answer right would see both numbers (number of questions
and number answered correctly) increment as the number of total (team) correct
answers are added up. As noted previously, according to an embodiment of the
invention, correct answers may be worth +1 point, incorrect answers may be worth
- 1 point, and passing may be worth 0 points. If the question is a bonus question,
point values may be increased by a predetermined amount (e.g., points may be
tripled). According to an embodiment of the invention, the total score for either a
player or a team may not drop below zero points. According to an embodiment of the invention, 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.
According to an embodiment of the invention, a player may be awarded tickets
based on tallied scores. Tickets may be used in a raffle for awarding prizes. The
more tickets a player has accumulated, the better chance of winning a prize.
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.
According to an embodiment of the invention, in order to allow a side
which is losing badly in a match to maintain a chance to win, a bonus question may be presented to teams. Bonus questions may be worth predetermined multiples of a
normal question. According to an embodiment of the invention, bonus questions
increase values both positively for correct answers and negatively for incorrect
answers. Other scoring for bonus questions may also be used.
After points are tallied up for each question, a check may be made to
determine whether a bonus question is asked. According to an embodiment of the
invention, a check may be made of the winning team score W, the losing team
score L, the number of questions remaining Q, and the total number of players on a
team T. A system may determine whether to present a bonus question based on
this information. According to a preferred embodiment of the invention, if (W - L)
> (Q * T), then there is a (90 - (10 * Q) chance that a bonus question will be
presented. According to an embodiment of the invention, only one bonus question
is presented per match. By way of example only, suppose eight of twelve questions have been presented in a match and that Team A fans are beating Team B fans by a
score of 58 - 6, a difference of 52 points. In this example, 52 (W-L) is greater than
48 (Q * 12, or 4 * 12), and there is a (90 - (10 * 4)) or 50% chance that the next question will be a bonus question.
According to an embodiment of the invention, computer-controlled players,
or bots, may be used to balance the number of players on competing teams in a
match. Bots may be treated like human players in that they accumulate statistics
and have personal trading cards which can be viewed by clicking on their name.
According to an embodiment of the invention, 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. According to an
embodiment of the invention, 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 deterrriining
accuracy rates may also be used.
An embodiment of match play is described in reference to the flowchart of
Fig. 5. According to an embodiment of the invention, 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.
According to an embodiment of the invention, each side must have at least six human players. Other minimum numbers of human players may also be used.
According to an embodiment of the invention, 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.
If the predetermined number of human players is present for both teams, the
system announces at step 304 that the match is set to begin in a predetermined
amount of time. According to an embodiment of the invention, the system
announces that a match may be set to begin in one minute. Other amounts of time
may also be used. After the predetermined amount of time has passed, bots (e.g.,
computer-controlled players) are added to the team with the fewer amount of
human players to make each side equal at step 306. 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.
If each team does not have at least a predetermined number of human
players on each side, 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
periods may also be used. If the predetermined time period has not passed, the
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
may move to step 306 and add bots to provide even teams.
After a message announcing the beginning of a match is displayed at step
308, the system checks at step 316 if a player's inactive counter has reached a
predetermined number. According to an embodiment of the invention, an inactive counter must be three before a player is considered inactive. Other predetermined
numbers for determining whether a player is inactive may also be used. The check
may be made to assure that players have not forgotten to log out when they have
quit the match. If a player is inactive three times, the system may log out a player.
If a player is not inactive, the system determines whether a bonus question
should be presented to players at step 318. According to an embodiment of the
invention, a bonus question may occur when a specified percentage of the time
when (W - L) > (Q * T), where W is the winning teams score, L is the losing teams
score, Q is the total number of questions, and T is the number of players on a team. Other methods for determining whether a bonus question is asked may also be
used. If no bonus question is to be asked, a question is presented to the players at
step 320. If a bonus question is to be asked, a bonus question is presented to the
players at step 322. 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
counter at step 326.
Regardless of whether a player is considered inactive or not, an answer to
the question may be provided at step 328. According to an embodiment of the
invention, an answer may include the correct answer to the question as well as
additional information about the circumstance of the question (e.g., historical
context, etc.). Other information may also be included.
Points for each player are awarded at step 330. According to an
embodiment of the invention, each player receives one point for a correct answer,
minus one point for an incorrect answer, and no points for a pass. Bonus question
values may be multiplied by three. Other methods of awarding points may also be
used. The point totals for each player and each team are tallied at step 332.
The system determines if the previous question was the last question in the
match at 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
been asked, match results are displayed at step 336. Match results may comprise
the final score, the record of the teams, and various player and team statistics.
Other information may also be displayed. The system may then return to step 302
to start a new match. Other methods and processes for match flow may also be
used.
At a web shell page(s), there may be a "login box." When a page
containing a login box is requested, 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.
For example, if a player is not logged in (e.g., a session cookie is not
present or is invalid), 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 sign¬
up 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
fields.
If a player is logged in (e.g., a session cookie is present and valid), a login
box may contain the following message: "Welcome, <User Name>! Click on your name above to see your personal Trading Card." Clicking on the name may open a
new window which may display a player's personal trading card.
An embodiment of a login and registration process is described in reference
to the flowchart of Fig. 3. According to an embodiment of the invention, 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,
welcoming a player and providing access to the web site. If 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.
If a cookie is not found or is not valid, 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 username 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 username 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.
If form fields are empty, 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 username
exists at step 224. If a username exists, a message is displayed at step 226
indicating that the username is taken. Alternate usemames may be suggested. A player is then returned to submit a new registration form at step 222.
If a username does not exist, 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.
If all of the required fields have been completed, 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.
If the e-mail address is in a correct format, 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
username 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.
If an e-mail address does not exist, 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 username, tries to login with an incorrect password for
username, 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 username and password to the player by e-mail. If an entry box is left
blank, 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
register as a new user. If an e-mail address is correct, a system administrator may
send an appropriate usemame and password to a player at the submitted e-mail
address. Other manners of aiding players in logging on to a system may also be
used.
According to an embodiment of the invention, a player may change user
information. According to an embodiment of the invention, an edit player
information link may link to a page with a form interface allowing a player to
change portions of a player profile. At the top of the page, 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. According to an embodiment of the invention, changing team affiliation
and team rivalry may result in presenting a pull-down list of all available teams to a
player, and selecting from the list. Other methods for changing information may
also be used. Content management module 116 may provide content to match
manager 108, and more specifically game logic module 112. 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
win/loss record, and other match information.
Prize/winner module 120 may govern awarding prizes in relation to
competition. According to an embodiment of the invention, 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.
As noted previously, 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.
According to an embodiment of the invention, prize ticket totals may be
carried over from month to month. A player may be required to have played at
least once during that month to be eligible to win a prize. If a player is selected
who hasn't played in over a month, the selection may be disregarded and a new drawing may occur. According to an embodiment of the invention, a player cannot win a prize two months in a row. If a player who has won the previous month is selected, a new drawing may occur. A list of winner may be displayed on a recent winners page. Advertising/sponsorship module 122 may coordinate sponsor and advertising information. According to an embodiment of the invention, a sponsor web page may sponsor an online trivia game on its web site, and provide advertising banners on the web site. Advertising/sponsor module 122 may coordinate the competitions and the advertising, thereby allowing efficient use of the web site. Advertising/sponsor module 122 may also perform other functions.
According to another embodiment of the invention, a computer usable medium having computer readable program code embodied therein for an electronic competition may be provided. For example, the computer usable medium may comprise a CD ROM, a floppy disk, a hard disk, or any other computer usable medium. One or more of the modules of system 100 may comprise computer readable program code that is provided on the computer usable medium such that when the computer usable medium is installed on a computer system, those modules cause the computer system to perform the functions described. According to one embodiment, web shell 102, player management module 104, match management module 106, match module 108, chat module 110, game logic module 112, interaction server 114, content module 116, game management module 1 18, prize/winner module 120, and advertising module 122
may comprise computer readable code that, when installed on a computer, perform
the functions described above. Also, only some of the modules may be provided in
computer readable code.
According to one specific embodiment of the present invention, 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.
Other embodiments, uses and advantages of the present invention will be
apparent to those skilled in the art from consideration of the specification and
practice of the invention disclosed herein. The specification and examples should
be considered exemplary only. The intended scope of the invention is only limited
by the claims appended hereto.

Claims

ClaimsWhat is claimed is:
1. A method for computer-implemented game-play comprising: identifying a plurality of players, each player associated with one of a
plurality of teams, each team relating to a real-life participant in a scheduled event;
matching two or more teams for one or more contests based on the real-life
scheduled event between the two or more teams; and
performing the one or more contests.
2. The method according to claim 1 , further comprising the step of awarding a
score to each of the plurality of players based on the results of the one or more
contests.
3. The method according to claim 1, wherein each player has a player profile
displayed in the form of a player trading card, the player profile comprises at least
one of: a) an image of the player;
b) statistics of the players play; c) the name of the player; and
d) the affiliation of the player to a real-life entities.
4. The method according to claim 1, wherein the step of matching the plurality
of teams includes matching the two or more teams based on a real-life sports
schedule.
5. The method according to claim 1, wherein the step of performing the one or more contests further comprises: a) presenting the plurality of players with a plurality of questions; b) tallying the answers for each team for each of the plurality of questions; and c) tallying the answers for each of the plurality of players for each of the plurality of questions; and wherein the step of awarding a score further includes awarding a score to each of the plurality of players based on at least one of the tally for each team and the tally for the player.
6. The method according to claim 1, wherein a player utilizes a game-play system operatively connected over a distributed network environment to a server.
7. A method for computer-implemented game-play comprising: logging in a plurality of players, each player associated with a selected one of a plurality of entities; placing each player on a team based on being associated with one of a plurality of entities; matching the plurality of teams for one o more contests; and performing the one or more contests.
8. The method according to claim 7, further comprising the step of awarding a score to each of the plurality of players based on the results of the one or more contests.
9. The method according to claim 7, wherein each player has a player profile
displayed in the form of a player trading card, wherein the player profile comprises at least one of: a) an image of the player;
5 b) statistics of the players play;
c) the name of the player; and
d) the affiliation of the player to a real-life entity.
10. The method according to claim 7, wherein:
a) the step of performing the one or more contests further comprises:
l o i) presenting the plurality of players with a plurality of questions;
ii) tallying the answers for each team for each of the plurality of
questions; and
iii) tallying the answers for each of the plurality of players for each of the plurality of questions; and
15 b) wherein the step of awarding a score further includes awarding a score
to each of the plurality of players based on at least one of the tally for
each team and the tally for the player.
11. The method according to claim 7, wherein the selected entity is a real-life
entity; and
0 wherein the step of matching teams for the one or more contests including
matching teams based on a real-life schedule of events.
12. The method according to claim 7, wherein a player utilizes a game-play
system operatively connected over a distributed network environment to a server.
13. A system for controlling game-play, in which a plurality of players, participate in one or more contests through input/output devices connected to a
central server which manages the one or more contests, the system comprising:
means for uniquely identifying a plurality of players;
means for assigning the plurality of players connected over a network to the central server to a team for the one or more contests;
means for matching the plurality of teams to participate in the one or more
contests based on a real-life schedule of events; and
means for enabling the players to compete in the one or more contests
based on the real-life schedule of events.
14. The system according to claim 13, wherein the plurality of teams are based
on real-life sports team, and
wherein matching the plurality of teams includes matching the plurality of
teams based on a real-life sports schedule.
15. The system according to claim 13, further comprising means for displaying a player profile for each player in the form of a player trading card, wherein a
player profile comprises at least one of:
a) an image of the player;
b) contest statistics of the player; c) the name of the player; and
d) the affiliation of the player to a real life party.
16. The system according to claim 13, wherein:
a) means for enabling a plurality of players to compete further comprises
means for presenting the plurality of players with a plurality of
questions; and
b) further comprising means for storing player information, wherein the
storing means further comprises:
i) means for tallying the answers for each team for each of the
plurality of questions;
ii) means for tallying the answers for each of the plurality of
players for each of the plurality of questions; and
iii) means for awarding a score to each of the plurality of players based on at least one of the tally for each team and the tally for
the player.
17. A system for controlling game-play, in which a plurality of players
participate in one or more contests through input/output devices connected to a
central server which manages the one or more contests, the system comprising:
means for uniquely identifying a plurality of players;
means for assigning the plurality of players connected over a network to a
central server to a team for the one or more contests; means for grouping players into a plurality of teams based on an entity
selected by the player;
means for matching the plurality of teams to participate in the one or more contests; and
means for enabling the players to compete in the one or more contests.
18. The system according to claim 17, wherein the selected entity is a real-life entity, and
wherein matching the plurality of teams includes matching the plurality of
teams based on a real-life schedule.
19. The system according to claim 17, further comprising means for displaying
a player profile for each player in the form of a player trading card, wherein a
player profile comprises at least one of: a) an image of the player; b) contest statistics of the player;
c) the name of the player; and
d) the affiliation of the player to a real-life entity.
20. The system according to claim 17, wherein:
a) means for matching a plurality of teams to compete further comprises
means for presenting each of the plurality of players on the plurality of
teams with a plurality of questions; and
b) further comprising means for storing player information, wherein the
storing means further comprises: i) means for tallying the answers for each team for each of the
plurality of questions;
ii) means for tallying the answers for each of the plurality of
players for each of the plurality of questions; and
iii) means for awarding a score to each of the plurality of players
based on at least one of the tally for each team and the tally for the player.
21. A player system for enabling a player having a selected association with a
real-life participant in a scheduled event to participate in one or more contests
offered by a contest system connected to the player system over a network server
which manages the contests, the player system comprising:
contest display means for displaying an assignment of a plurality of players
to a team for the one or more contests and a matching of a plurality of teams to participate in one or more contests based on the real-life scheduled event;
input means for enabling the player to participate in the contest by
responding to contest information; and receiving means for receiving results of player participation in the contest.
22. The system according to claim 21, wherein the selected association is with
a real-life sports team, and
wherein matching teams includes matching teams according to a real-life
sports schedule.
23. The system according to claim 21, further comprising player trading card
means for displaying a player profile for each player, wherein a player profile comprises at least one of:
a) an image of the player;
b) contest statistics of the player;
c) the name of the player; and
d) the affiliation of the player to a real life entity.
24. The system according to claim 21 , wherein:
a) means for enabling a plurality of players to compete further comprises
means for presenting the plurality of players with a plurality of
questions; and
b) further comprising means for storing player information, wherein
storing means further comprises:
i) means for tallying the answers for each team for each of the
plurality of questions;
ii) means for tallying the answers for each of the plurality of
players for each of the plurality of questions; and
iii) means for awarding a score to each of the plurality of players based on at least one of the tally for each team and the tally for
the player.
25. A player system for enabling a player having a selected association with an
entity to participate in one or more contests offered by a contest system connected to the player system over a network server which manages the contests, the player system comprising:
contest display means for displaying an assignment of a plurality of players to a team for the one or more contests and a matching of a plurality of teams to participate in the one or more contests; input means for enabling the player to participate in the contest by responding to contest information; and
receiving means for receiving results of player participation in the contest.
26. The system according to claim 25, further comprising player trading card
means for displaying a player profile for each player, wherein a player profile comprises at least one of: a) an image of the player; b) contest statistics of the player; c) the name of the player; and d) the affiliation of the player to a real life entity.
27. The system according to claim 25, wherein the selected entity is a real-life entity, and wherein matching the plurality of teams includes matching the plurality of teams based on real-life scheduled events.
28. The system according to claim 25, wherein: a) means for enabling a plurality of players to compete further comprises
means for presenting the plurality of players with a plurality of questions; and
b) further comprising means for storing player information, wherein storing means further comprises:
i) means for tallying the answers for each team for each of the
plurality of questions;
ii) means for tallying the answers for each of the plurality of
players for each of the plurality of questions; and
iii) means for awarding a score to each of the plurality of players
based on at least one of the tally for each team and the tally for
the player.
PCT/US2000/022091 1999-08-13 2000-08-14 System and method for interactive game-play scheduled based on real-life events WO2001012279A2 (en)

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AU69027/00A AU6902700A (en) 1999-08-13 2000-08-14 System and method for interactive game-play scheduled based on real-life events
EP00957401A EP1207944A4 (en) 1999-08-13 2000-08-14 System and method for interactive game-play scheduled based on real-life events
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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AU6902700A (en) 2001-03-13
US20050101386A1 (en) 2005-05-12
WO2001012279A3 (en) 2002-01-31
EP1207944A2 (en) 2002-05-29
CA2383261A1 (en) 2001-02-22
WO2001012279A9 (en) 2002-09-12
EP1207944A4 (en) 2005-03-16
US6758754B1 (en) 2004-07-06
WO2001012279A8 (en) 2001-05-10

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