System and method of generating revenue through tournament play
Abstract
Problem to be solved.To provide a system and method for conducting a tournament by a game provider for users using a gaming system.
Solution.Games are provided by a game server through a network. The game server provides a tournament scheme of play having a plurality of rounds. To progress to a next round, a player must exceed a threshold score. During each round, the player may play several times in an attempt to exceed the threshold score. Revenue is generated for each game played. The revenue may be shared between the user's network and the game provider.
Copyright (C)2006,JPO&NCIPI
Term
Term ended
Projected expiry passed 31 March 2025, 1.5 years ago.
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53 claims: 11 independent, 42 dependent
- 1A method of generating revenue from users to game providers, where each user has a communication device within the network provided by the network provider, which sets up the following steps:a tournament that includes multiple rounds: However, in each round, the game provided by the game server can be played by the user on the user's communication device in a play tournament scheme;ユーザからゲームプロバイダへ収益を創出する方法であって、各ユーザはネットワークプロバイダによって提供されるネットワーク内にある通信デバイスを有しており、該方法は以下の工程すなわち、 複数ラウンドを含むトーナメントを設定し、各ラウンドでは、ゲームサーバによって提供されるゲームを、ユーザの通信デバイスにて、ユーザがプレイのトーナメントスキームでプレイすることが可能となっており;Determine how much the user will be charged for playing each game in the tournament;トーナメントにおいて各ゲームをプレイすることに対するユーザへの料金を決定し;A method of generating revenue to a game provider, including the process of sending a fixed fee from the game server to the network provider;and transferring a portion of the revenue collected by the network provider to the game provider based on the play of each game. .. ゲームサーバからネットワークプロバイダへ、決定された料金を送り;および 各ゲームのプレイに基づき、ネットワークプロバイダによって集められる収益の一部をゲームプロバイダへ転送する、工程を含む、ゲームプロバイダへ収益を創出する方法。
- 7The process of setting the tournament sets the following process, namely the start and end times for each round;トーナメントを設定する工程が、以下の工程すなわち、 各ラウンドに対する開始および終了時間を設定し;A method of generating revenue for the game provider according to claim 2, comprising advancing the user to the next round at the start time of the next round if the set threshold score is exceeded. 設定された閾値スコアを越えれば、次のラウンドの開始時間にユーザを次のラウンドに進ませることを含む、請求項2記載のゲームプロバイダへ収益を創出する方法。
- 18Present ads in-game;ゲーム内で広告を提示し;The user recognizes the advertisement;and points are awarded for the recognition of the advertisement, and the points are added to the score for the game being played, and generate revenue to the game provider according to claim 1, further including the process. how to. 広告をユーザが認知し;および 広告の認知に対してポイントを授与し,該ポイントは、プレイしているゲームに対するスコアに加えられる、工程をさらに含む、請求項1記載のゲームプロバイダへ収益を創出する方法。
- 19A system for sharing the revenue generated from users of communication devices in the network in which the game is played between the game provider and the network provider, and the system provides a tournament including multiple rounds. Server (In each round, multiple games provided by the game server can be played by the user in a tournament on the user's communication device, and the user sets a threshold score for the round. (If crossed, the next round is advanced), the game server is communicating with a communication device in the network, and the game server stores a database for recording each game played by the user and a user identification that identifies the user. The network provider collects revenue from users for playing each game in a tournament, including having;as well as a means for calculating the price for each game played by the user on a communication device. , And a system for sharing the revenue generated by users of communication devices, which transfers the percentage of revenue to the game provider. ゲームをプレイするネットワーク内にある通信デバイスのユーザから創出される収益を、ゲームプロバイダとネットワークプロバイダとの間で分かち合うためのシステムであって、該システムは、 複数ラウンドを含むトーナメントを提供するゲームサーバ(各ラウンドでは、ゲームサーバによって提供される複数のゲームを、ユーザの通信デバイスにて、ユーザがトーナメントでプレイすることが可能となっており、ユーザはラウンドに対して設定された閾値スコアを越えれば次のラウンドに進む)、該ゲームサーバはネットワーク内にある通信デバイスと通信しており、ゲームサーバは、ユーザによってプレイされる各ゲームおよびユーザを識別するユーザ識別を記録するためのデータベースを有しており;ならびに 通信デバイスにてユーザによりプレイされる各ゲームに対する料金を算出するための手段;を含み、 該ネットワークプロバイダは、トーナメントにおいて各ゲームをプレイすることに対してユーザから収益を集め、そしてゲームプロバイダに収益の歩合を転送するものである、通信デバイスのユーザから創出される収益を分かち合うためのシステム。
- 24The game server sets a start and end time for each round;and the game server allows the user to proceed to the next round at the start time of the next round if the set threshold score is exceeded. 19 A system for sharing the revenue generated by users of the listed communication devices. ゲームサーバが、各ラウンドに対する開始および終了時間を設定し;ならびに ゲームサーバは、設定された閾値スコアを越えれば、次のラウンドの開始時間にユーザが次のラウンドに進むことを許容する、請求項19記載の通信デバイスのユーザから創出される収益を分かち合うためのシステム。
- 26Claim 19 further includes a billing server that communicates with the game server and has a database for recording each game and user identification sent from the game server for each game played by the user. A system for sharing the revenue generated from users of the listed communication devices. ゲームサーバと通信しており、且つユーザによりプレイされる各ゲームに対してゲームサーバから送られる、各ゲームおよびユーザ識別を記録するためのデータベースを有している課金サーバをさらに含む、請求項19記載の通信デバイスのユーザから創出される収益を分かち合うためのシステム。
- 27The billing server communicates with a network provider's billing system for billing the user for gameplay from the game server, and the billing server provides gameplay information and user identification to the billing system, claim 26. A system for sharing the revenue generated from users of the listed communication devices. 課金サーバは、ゲームサーバからゲームプレイに対してユーザに課金するためのネットワークプロバイダの課金システムと通信しており、該課金サーバはゲームプレイの情報およびユーザ識別を課金システムに提供する、請求項26記載の通信デバイスのユーザから創出される収益を分かち合うためのシステム。
- 34A method in which a user having each communication device in the network provided by the network provider performs a tournament by the game provider, in which the method sets the following steps, that is, a tournament including a plurality of rounds, and in each round The game provided by the game server can be played in a tournament by the user on the user's communication device;ネットワークプロバイダによって提供されるネットワーク内にある通信デバイスを各々有するユーザが、ゲームプロバイダによるトーナメントを行う方法であって、該方法は以下の工程すなわち、 複数ラウンドを含むトーナメントを設定し、各ラウンドでは、ゲームサーバによって提供されるゲームを、ユーザの通信デバイスにて、ユーザがトーナメントでプレイすることが可能となっており;A threshold score is set for each round, which determines the score that the user must exceed in the game to advance to the next round;各ラウンドに対する閾値スコア設定し、該閾値スコアはユーザが次のラウンドに進むためにゲームにおいて越えなければならないスコアを定めるものであり;If the user exceeds the set threshold score, the user will advance to the next round of the tournament;ユーザが設定された閾値スコアを越えれば、ユーザをトーナメントの次のラウンドに進ませ;A method of conducting a tournament by a game provider, including a process, determining a fee to the user for playing each game;and sending the determined fee from the game server to the network provider. 各ゲームをプレイすることに対するユーザへの料金を決定し;および ゲームサーバからネットワークプロバイダへ、決定された料金を送る、工程を含む、ゲームプロバイダによるトーナメントを行う方法。
- 37Claims include that the process of setting a tournament sets a start and end time for each round;and if the set threshold score is exceeded, the user is advanced to the next round at the start time of the next round. 34 How to play a tournament with the game providers listed. トーナメントを設定する工程が、 各ラウンドに対する開始および終了時間を設定し;ならびに 設定された閾値スコアを越えれば、次のラウンドの開始時間にユーザを次のラウンドに進ませる、ことを含む、請求項34記載のゲームプロバイダによるトーナメントを行う方法。
- 42Present ads in-game;ゲーム内で広告を提示し;A method of conducting a tournament by a game provider according to claim 34, further comprising a step of allowing the user to recognize the advertisement;and awarding the user a bonus for the recognition of the advertisement. 広告をユーザが認知し;および 広告の認知に対して該ユーザにボーナスを授与する、工程をさらに含む、請求項34記載のゲームプロバイダによるトーナメントを行う方法。
- 43A system for conducting tournaments for users of communication devices in a network in which a game is played, the system providing a game server that provides a tournament including multiple rounds (in each round, a game provided by the game server). , The user's communication device allows the user to play in the tournament, and the user advances to the next round if the threshold score set for the round is exceeded), the game server is in the network. We have a database to record each game played by a user and the user identification that identifies the user while communicating with a communication device;and the fee for each game played by the user on the communication device. A system for conducting tournaments, including means for calculating;ゲームをプレイするネットワーク内にある通信デバイスのユーザのトーナメントを行うためのシステムであって、該システムは、 複数ラウンドを含むトーナメントを提供するゲームサーバ(各ラウンドでは、ゲームサーバによって提供されるゲームを、ユーザの通信デバイスにて、ユーザがトーナメントでプレイすることが可能となっており、ユーザはラウンドに対して設定された閾値スコアを越えれば次のラウンドに進む)、該ゲームサーバはネットワーク内にある通信デバイスと通信していて、ユーザによってプレイされる各ゲームおよびユーザを識別するユーザ識別を記録するためのデータベースを有しており;ならびに 通信デバイスにてユーザによりプレイされる各ゲームに対する料金を算出するための手段;を含む、トーナメントを行うためのシステム。
Independent claims11
47 paragraphs, as filed
The present invention relates to a gaming system. In particular, the invention relates to systems and methods of generating revenue from tournament play in gaming systems.
This application is a co-pending US patent application (filed on March 26, 2003, Gillan et al. No. 10 / 396,390, title of the invention "Game server system and methods for generating revenue using it". (GAME SERVER SYSTEM AND METHOD FOR GENERATING REVENUE THE REWITH) , which is incorporated herein by reference in its entirety).
With the dramatic emergence of the Internet and wireless services, network games are now being offered to users. In a networked environment, players communicate through the game server and play the game against the game server and, in some cases, against other players. In an internet environment, players use computers to communicate with game servers and other connected players. Also, in mobile telecommunications systems, players use mobile phones, personal digital assistants (PDAs) and other mobile communication devices to communicate with other players and game servers. Downloaded games are usually charged to the player. Moreover, in existing systems, game providers receive revenue from advertising.
Although devices such as those disclosed herein are taught by known prior art, prior art references that describe subjects that are somewhat relevant to what is said herein are available. Rowe et al. U.S. Patent No. 6,676,522 (Rowe), Cannon et al. U.S. Patent Application Publication No. 2002/0039923 (Cannon), Walker et al. U.S. Patent Application Publication No. 2002/0193162 (Walker), and Jokipii et al. Application Publication No. 2003/0190960 (Jokipii).
Rowe discloses a gaming system with a portable gaming device that can send and receive information to and from remote devices / locations. Rowe also discloses a payment transaction server that confirms payments from players and qualifies players to play games via a portable gaming system. Rowe does not teach or suggest tournament play for multiple players. Also, Rowe simply discloses a gaming system that allows distant players to play games connected to a central processing game server.
Cannon discloses a tournament gaming system that includes multiple game consoles programmed for tournament-style games. A plurality of game machines are connected to a host computer. Tournament games can be played at a given minimum speed of play. Cannon receives fees from players playing multiple games (each game is charged), or by various service providers who perform tournament rounds in sequence as each player completes a round individually. , Sharing profits does not teach or suggest.
Walker discloses methods and systems for running video games or video game tournaments. Bonuses are offered to players who are playing video games or participating in video game tournaments. Players pay a single entry fee to compete in a tournament. Walker does not teach or suggest a tournament play scheme that profits from players playing multiple games (each game is charged). Walker also does not disclose that it will share the proceeds from tournament play.
Jokipii provides users with the tools to create and operate an online gaming league that allows a group of member users to play online games in a planned and prepared manner with each other and against each other. It discloses an online gaming system that can be operated in a client-server environment. Such a gaming system allows members to create tournaments in which member users compete with each other in various tournament schemes. Jokipii does not teach or suggest that players will be profitable (each player will play multiple games and each game will be charged). In addition, Jokipii does not disclose a play tournament scheme in which each round can be completed continuously at its own pace by individual players.
Existing systems utilize a multiplayer network system that allows players to play games against a game server or other player. However, existing systems do not teach or suggest tournament schemes that allow players to play selected rounds with payments per game / round basis. In addition, there is no existing system that discloses a tournament scheme that allows players to play consecutive rounds at their individual pace within a tournament. There is a need for systems and methods that motivate players to play multiple games while maximizing revenue to network providers. In addition, there is currently no system or method for sharing revenue among various providers in the network.<patcit num="1"><text>U.S. Pat. No. 6,676,522</text></patcit><patcit num="2"><text>U.S. Patent Application Publication No. 2002/0039923</text></patcit><patcit num="3"><text>U.S. Patent Application Publication No. 2002/0193162</text></patcit><patcit num="4"><text>U.S. Patent Application Publication No. 2003/0190960</text></patcit>
<p> Therefore, it would be particularly convenient to have a system and method that incorporates a play tournament scheme to encourage players to participate in multiple games and to generate revenue for various providers of the network. Is. It is an object of the present invention to provide such systems and methods.</p>
<p> In one feature, the present invention is a method of generating revenue from a user, each having a communication device within a network provided by a network provider, to a game provider. The method begins by setting up a tournament with multiple rounds. In each round, the game provided by the game server can be played by the user in a tournament on the user's communication device. A fee is determined for each game played by the user in the tournament. The determined fee is sent from the game server to the network provider. A portion of the revenue collected by the network provider is transferred to the game provider based on each game played.</p><p> In another feature, the present invention is a system for sharing revenue generated from users of communication devices in a network playing a game between a game provider and a network provider. The system has a game server that provides tournaments that include multiple rounds. In each round, the user can play a plurality of games provided by the game server in a tournament on the user's communication device. If the user exceeds the threshold score set for one round, the user proceeds to the next round. The game server is communicating with a communication device in the network. The game server has a database for recording each game played by a user and a user identification that identifies the user. The communication device calculates the charge for each game played by the user. The network provider collects revenue from the user for playing each game in the tournament and transfers the percentage of revenue to the game provider.</p><p> In another feature of the present invention, the present invention is a method of performing a tournament by a game provider from a user who has each communication device in the network provided by the network provider. The method begins by setting up a tournament with multiple rounds. In each round, the game provided by the game server can be played by the user in a tournament on the user's communication device. A threshold score is set for each round. The threshold score is the score that the user must exceed in the game in order to proceed to the next round. If the user exceeds the set threshold score, the user advances to the next round of the tournament. A fee is determined for each game played by the user. The determined fee will be sent to the network provider.</p><p> In another feature of the present invention, the present invention is a system for conducting a tournament of a user of a communication device in a network in which a game is played. The system has a game server that provides tournaments that include multiple rounds. The system has a game server that provides tournaments that include multiple rounds. In each round, the game provided by the game server can be played by the user in a tournament on the user's communication device. If the user exceeds the threshold score set for one round, the user proceeds to the next round. The game server is communicating with a communication device in the network. The game server has a database for recording each game played by a user and a user identification that identifies the user. A fee is calculated for each game played by the user on the communication device.</p>
FIG. 1 is a simplified block diagram of the gaming system 100 according to a preferred embodiment of the present invention. Such a system 100 includes one or more game servers 102 in the Internet 112 and the mobile data network 114. The billing server 110 is connected to one of the gaming servers 102 and the billing system of an Internet service provider or mobile service provider 116 (also referred to as a network provider). The lobby server 104 provides an initial two-way interaction between mobile devices 108 operating on the mobile data network 114. The mobile device may be any mobile communication device, such as a mobile phone, a desktop computer, a PDA, or any other device that can operate on a mobile network, including a cellular network. The lobby server 104 also provides an initial two-way interaction between computers 106 operating via the Internet 112. The game server 102 may optionally connect the mobile device 108 or the computer 106 to each other. The billing server 110 may communicate with both the game server 102 and the billing system 120 via the Internet 112 or a secure connection 118. Alternatively, the billing server 110 can communicate with the billing system 120 via the mobile data network 114.
The server application may be deployed within the service provider's network or outside the service provider's network. The application is extensible and is used to run and monitor games played over wired or wireless networks. The system 110 includes a game server 102, a lobby server 104, and a billing server 110. The game server 102 further includes a plurality of games available for download from either the mobile device 108 or the computer 106 or for direct play. Furthermore, the billing server 110 includes one or more databases for holding general user information such as an identification code, user name, telephone number or IP address assigned to a particular user. The database may further provide a memory of the games played and may optionally include start and end times for each game played. Billing server 110 may communicate with Internet service provider or mobile network service provider 116.
FIG. 2 is a simplified block diagram of the lobby server 104 in the system 100 according to a preferred embodiment of the present invention. The lobby server 104 is connected to the computer 106 via the Internet 112. In addition, the lobby server is connected to the mobile device 108 via the mobile data network 114. The lobby server 104 launches an application that provides a virtual environment for players to meet and start a game, including a tournament game. The lobby server may determine the start and end times of multiple tournaments. The lobby server function can be performed by the game server 102 or as a separate terminal in the network.
FIG. 3 is a simplified block diagram of the game server 102 of the system 100 according to a preferred embodiment of the present invention. The game server 102 supplies the game to the computer 106 through the internet 112 and to the mobile device 108 through the mobile data network 114. The game server 102 is a highly extensible server that launches an application that is capable of delivering and communicating games running on either computer 106 or mobile device 108, both on the Internet and on mobile networks. .. The game server 102 also communicates with the lobby server 104 and the billing server 110. The game server 102 provides game data for a game running on computer 106 or mobile device 108. The game data may include high scores, images, text, game level information, and other miscellaneous game content required to play the game. The game server 102 is also responsible for receiving customer and player information, gameplay data and player scoring data. The game server 102 may also authenticate the player's identity. The data collected by the game server 102 can be stored in one or more databases either internally or externally within the game server. The game server 102 may store a plurality of games available for download by the player. The game server may also recognize various protocol standards within one or more telecommunications or data networks. For example, the game server may recognize protocols used within the network, such as TDMA, CDMA, GSM, or iMode. In a preferred embodiment of the invention, the game server receives communication messages from computer 106 or mobile device 108, either directly or through a lobby server. The communication message contains a header message that indicates the type of communication protocol commonly used in the network. There is a page. The game server determines which protocol is used and responds to the appropriate communication protocol. In this way, the game server can optionally communicate with one or more networks and their communication devices using different protocols.
In addition, the game server 102 also optionally remembers the start and end times for one or more tournaments and the associated players. In addition, the game server 102 determines the threshold score required to proceed to subsequent rounds within the tournament. The game server also composes and sends messages to players as needed regarding the operation and status of the tournament. For example, the game server may send messages notifying the start and end times of each tournament. In addition, the game server 102 may send a message indicating whether the player has succeeded in advancing to the next round.
FIG. 4 is a simplified block diagram of the billing server 110 in the system 100 according to a preferred embodiment of the present invention. The billing server 110 is connected to the game server 102 and the billing system 120 for a network provider (Internet or mobile service provider). The billing server 110 may include a billing database, a batch processor, and / or a real-time processor, as well as a billing data export module. The billing server 110 collects customer and gameplay information each time a game is played on the Internet 112 or mobile data network 114 and stores this information in a billing database. The billing database can be run as a single database or multiple databases. Such information may include customer identification, game identification, game start date and time, game end date and time, game completion status, and other optional fields required for a particular game. This information can then be retrieved directly from the game server 102 component of the system. The batch processor packages the billing data for the billing data export module and sends it to the billing system 120 of the ISP or mobile data network provider. Batch processors are generally configured to be started on a regular basis (eg, once a day), and send integrated billing data for that period to the billing data export module. Alternatively, the real-time processor may package the billing data for the billing data export module. The real-time processor starts continuously and sends billing data when it is received.
FIG. 5 is a schematic diagram of a timed round within a specific time in a preferred embodiment of the present invention. FIG. 5 shows a bar graph illustrating multiple timed rounds played at a given time. Each timed round lasts for a period of time (eg 30 minutes). The tournament scheme provides multiple rounds (eg, 6 as shown in Figure 5) over 6 times (eg, T1, T2, T3, etc.). During each round, the player plays the game for a score. Players may choose multiple games during each round. During each game played, the player attempts to reach a certain threshold score required to advance to the next round. The threshold score may be determined prior to play. Alternatively, the threshold score is determined after all players have completed the round. Many players are set to move on to the next round. For example, if there are 100,000 players competing in a round and the specified number of players to advance is 80,000, the lowest threshold score for the top 80,000 players is determined. If a player chooses to play one or more games during a round, the player must complete the game before the end of each round in order to count the scores reached in the game.
FIG. 6 is a schematic diagram of continuous rounds in an alternative embodiment of the present invention. FIG. 6 shows a bar graph illustrating multiple rounds. The tournament may have a predetermined length of time. However, in this alternative embodiment, the player proceeds to each round at his own pace. Therefore, if the threshold score for one round is successfully reached, the player may immediately proceed to the next round. Players may optionally play multiple games as needed to reach the threshold score required to advance to the next round. However, the overall length of the tournament can be limited to a particular time (eg, 3.5 hours in Figure 6). This alternative embodiment allows the player to complete the tournament without waiting for the start of a subsequent round.
For any tournament play scheme, the game server 102 matches one or more scores of a player to determine if a threshold score has been reached for that player. Once the player has reached the threshold score, a message is sent to the player informing him that he has successfully completed the round and is ready to move on to the next round. In the first embodiment, the next round does not start until the end of the previous round. Therefore, the player may have to wait a certain amount of time to start playing in the next round. The entire tournament will start at a given time, regardless of the pace at which the player plays, reaches the threshold score and advances to the next round. In the second embodiment, the player plays each round at his own pace.
Further, the game server 102 determines the number of times the game is played, or the time required by the player to complete each game played. The game server provides this information to the billing server 110. The billing server 110 may then provide billing information to the mobile service provider 116 or the billing system of the Internet service provider (network provider). The network provider may then transfer a portion of the revenue collected to the game provider based on the number of games played or the total game time.
Equipment may be used to score additional bonus points during game play by each player. Additional bonus points are awarded by clicking on ads embedded in the game. For example, if the game is a "fishing" game, the player may click on the in-game beverage icon. The beverage icon indicates the brand of the beverage. By clicking on the beverage icon, the player will be awarded a bonus system such as extended time, additional help or points from the system. Recognizing any of the in-game ads gives the player a bonus. The game server awards bonuses and tracks the number of advertisements recognized in the game by all players. The number of perceptions received by all players in the game may be used by the game provider or network provider to determine the fees paid by the advertiser for the provision of ads in-game.
The operation of the system 100 in a preferred embodiment of the present invention will be described below with reference to FIGS. 1-5. Players who wish to play in a tournament connect to System 100 either through lobby server 104 or directly with game server 102. In either case, in a preferred embodiment of the invention, the player is authenticated to determine the identity of the player. The game server 102 or system 100 may advertise the start of the tournament, the type of game and the sweepstakes to be awarded to the winner through a broadcast to potential players through computer 106 or mobile device 108. The game server may provide a wide variety of games and may engage with the game itself, other players, or the game server. For example, a game server may offer games such as bowling, basketball, ping pong, and aerial combat. However, in the present invention, any video game may be used. If the player is successfully authenticated, the game server determines if the time is in the tournament play time window, specifically round 1. If it is determined that the time is not within the time window of the specified round, the player waits until the start of the round. In addition, the game server can determine the type of communication protocol used by the player. If the protocol used is recognized, the game server responds to any message or game information in the recognized protocol. However, if the tournament is in progress, the player chooses to start playing in the tournament. The player plays the specified game.
After completing the game, the game server determines if the player has reached the threshold score required to advance to the next round. If the player successfully reaches the threshold score, the game server will indicate that the round has been successfully completed (for example, "Congratulations, you are on the next level. Tournament at 1:30." Please join us again. You may continue practicing. "). Thus, the player may choose to either stop playing and wait for the next round, or play another game for practice prior to the start of the next round. Alternatively, if the player does not reach the threshold score, the game server will send another message (for example, "You did your best, but your score should be better. Try again." ) Is sent. The player may then choose to play another game in an attempt to reach the threshold score. Players may play as many games as they wish during the time of the round. Upon completion of each game, the game server matches the score with the player's identity. Each game player, or the number of minutes played, is sent to the billing server 110. The billing server 110 in turn sends the information to the billing system 120.
Upon completion of each round, the game server determines each player who may proceed to the next round. When the next round begins, the player will start playing again and try to reach the threshold score. As described above, at the completion of each round, the game server 102 determines whether the threshold score has been achieved. Further, the game server collates the number of games played or the time played, and sends the information to the billing server 110.
Each consecutive round is played at a predetermined time until the end of the final round. The game server 102 then determines the winner and optionally awards a sweepstakes or announces the winner of one or more tournaments. Further, as described above, the number of games or the play time of each player is determined and sent to the billing server 110 after the completion of each game. In a possible alternative embodiment of the present invention, the game server may provide a player's number of games / game time and the player's identity to the billing server at the completion of the tournament.
With reference to Figures 1-4 and 6, the operation of System 100 in a scheme that can be an alternative to tournament play is described below. Players may want to play the tournament at their own pace. First, the player communicates with the system 100 either through the lobby server 104 or directly with the game server 102. The player may be authenticated to determine the identity of the player. The game server can also determine the protocol standard used by the player. Some message or game information is communicated to the player through the computer or mobile device in the protocol standard used by the computer or mobile device. The game server 102 or system 100 may advertise the start of the tournament, the type of game and the sweepstakes to be awarded to the winner through a broadcast to potential players through computer 106 or mobile device 108. If the player is successfully authenticated, the game server will determine if the time is in the tournament's time window, specifically Round 1. If it is determined that the time is not within the time window of the specified round, the player waits until the start of the round. However, if the tournament is in progress, the player may choose to start playing in the tournament. The player plays a prescribed game. Advertisements may be incorporated into the current game during the play of the game by each player. If the player recognizes an in-game ad (for example, clicks on the ad icon), the game server will award the player a bonus. Advertising fees may be determined from the total number of player perceptions. In this way, further revenue can be voluntarily realized through the advertisement incorporated in the game.
After completing the game, the game server determines if the player has reached the threshold score required to advance to the next round. If the player successfully reaches the threshold score, the game server will send a message indicating that the round has been successfully completed (for example, "Congratulations, you are moving to the next level."). The player then proceeds to the next round. If the player does not reach the threshold score, the game server sends another message (for example, "You did your best, but your score should be better. Try again."). The player may then choose to play another game in an attempt to reach the threshold score. Players may play as many games as they wish during a predetermined time limit for a round. Upon completion of each game, the game server matches the score with the player's identity. Each game player, or the number of minutes played, is sent to the billing server 110. The billing server 110, in turn, sends that information to the billing system 120.
Upon completion of each round, the game server determines each player who may proceed to the next round. When the next round begins, the player who successfully completes the previous round will start playing again and try to reach the threshold score. As described above, at the completion of each round, the game server 102 determines whether the threshold score has been achieved. Furthermore, the game server collates the number of games played or the time played, and sends the information to the billing server 110.
Each consecutive round is played sequentially at the individual player's pace until the end of the final round. The game server 102 then determines the winner and optionally awards a sweepstakes or announces the winner of one or more tournaments. Further, as described above, the number of games or the play time of each player is determined and sent to the billing server 110 after the completion of each game. In a possible alternative embodiment of the present invention, the game server may provide the billing server with the number of games / game time for each player and the identity of that player at the completion of the tournament.
For both tournament play schemes, network providers (eg, internet or mobile service providers) generate revenue from tournaments either on a per-game basis or on the time played. .. The revenue generated may then be shared with the game provider. For example, a game provider receives a percentage of the revenue collected for the amount of time a user spends on the network. Players may also be charged for downloading certain games. Players may be charged either directly from the game provider or indirectly through the service provider.
Furthermore, revenue can be generated by the user or other actions taken by the player. For example, a game provider may charge a user a fee for downloading a particular game first. The game provider may also charge the player a fee for each play of a particular game. The game provider may announce in a contract with the player that the player will pay the game provider directly. In this case, the game provider would then invoice the user directly for downloading and / or playing a particular game. This could be done, for example, on the basis of payment per play (paper-per-play). Alternatively, the network provider may charge the player for downloads or on the basis of play time, and transfer all or part of the revenue collected to the game provider. It should be understood that a game provider can also be a network provider.
7 and 8 are flow charts showing an overview of the process for performing a tournament play according to the teaching of the present invention. The steps of this method are described below with reference to FIGS. 1-5, 7 and 8. This method begins with step 700, where a player who wants to play in a tournament communicates with system 100. In step 702, the identity of the player is confirmed by lobby server 104 or game server 102. The lobby server / game server then authenticates the player to determine if the player is authorized to play in the tournament (ie, a paid visitor). The game server may also determine the communication protocol used by the player's communication device. The game server automatically responds to the determined communication protocol for each player. Next, in step 704, the game server 102 determines whether the tournament has started. If the tournament has not started, this method moves to step 706, where the player waits until the tournament starts. The player, after waiting until the start time of the tournament, then begins playing the game in step 708.
If it is determined in step 704 that the tournament is being played, this method moves from step 704 to step 708 in which the player plays the game. Then, in step 710, after the game is completed, the player's score is calculated and sent to the game server 102. In step 710, it is determined whether the player's score has reached the threshold score. If the threshold score has not been reached, the method proceeds to step 712, where it is determined whether the round is complete. If it is determined that the round is over, the method moves from step 712 to step 716, where the tournament ends. However, if it is determined in step 712 that the round has not ended, the method moves from step 712 to step 714 where the game and / or game time is matched by the game server. This method then shifts to step 708, where the player voluntarily continues to play in the round. The player may choose to stop playing and stop playing. In addition, players who are charged for the amount of games played or for the time played may stop the tournament at any time.
However, if it is determined in step 710 that the player has reached the threshold score, the method shifts from step 710 to step 718 where the game or game time is matched by the game server. Next, in step 720, the round ends. In step 722, it is determined whether the final round has been completed. If it is determined that the final round has been completed, this method moves from step 722 to step 724, where the tournament is completed. The game provider or network provider may motivate players to play in another tournament, such as by awarding sweepstakes, offering discounts, or announcing one or more winners.
In step 722, if it is not the final round, this method moves from step 722 to step 726 where the player waits until the start of the next round. The method then proceeds to step 708, in which the player replays another game in the next round.
9 and 10 are flow charts showing an overview of the process for performing tournament play in an alternative embodiment of the present invention. The steps of this method are described below with reference to FIGS. 1-4, 6, 9 and 10. This method begins with step 800, where the player communicates with system 100 to play in a tournament provided by game server 102. In step 802, the player is identified and authenticated by lobby server 104 or game server 102. The game server may also determine the communication protocol used by the player's communication device. The game server automatically sends some message or game data in the form of a recognized communication protocol. Once the player has been identified and authenticated, the method proceeds to step 804, where the game server 102 determines whether the tournament has started. If the tournament has not started, this method proceeds to step 806, where the player waits until the tournament starts. The player, after waiting until the start time of the tournament, then begins playing the game in step 808.
If it is determined in step 804 that the tournament is being played, this method moves from step 804 to step 808 where the player plays the game. Then, in step 810, after the game is completed, the player's score is calculated and sent to the game server 102. Next, in step 810, it is determined whether or not the player's score has reached the threshold score. If the threshold score has not been reached, the method proceeds to step 812, where it is determined whether the round is complete. If it is determined that the round is over, this method moves from step 812 to step 816, where the tournament ends. However, if it is determined in step 812 that the round has not been completed, the method moves from step 812 to step 814 where the game and / or game time is matched by the game server. The method then proceeds to step 808, where the player continues to play in the round until successfully completed (ie, reaching the threshold score or ending the round). Optionally, the player may choose to stop playing and stop playing. In addition, players who are charged for the amount of games played or for the time played may stop the tournament at any time.
If it is determined in step 810 that the player has reached the threshold score, the method proceeds from step 810 to step 818, where the game server matches the game or game time. Next, in step 820, the round ends. In step 822, it is determined whether the final round has been completed. If it is determined that the final round has been completed, this method moves from step 822 to step 824, where the tournament is completed. The game provider or network provider may motivate players to play in another tournament, such as by awarding sweepstakes, offering discounts, or announcing one or more winners. In step 822, if it is not the final round, this method moves from step 822 to step 808, where the player plays the game again in the next round.
Alternative methodologies offer several advantages over existing tournament play schemes. This alternative methodology and system allows players to play at their own pace. This embodiment allows the player to continue playing the tournament without waiting for the start of a predetermined time for each round. Therefore, the player can play in a shorter time. While allowing players to complete the tournament faster, it also brings revenue to both game and network providers.
The present invention offers several advantages over existing systems. The present invention provides a tournament play scheme that encourages players to play while increasing revenue to game and network providers. The invention also provides a novel methodology for sharing the revenue raised in such play tournament schemes. In addition, the opening of the tournament motivates us to move on to the next round and play multiple games. Existing systems do not provide such a scheme for multiple games in one or more rounds. Furthermore, the present invention allows players using different communication protocols (eg, CDMA, TDMA, iMODE, GSM, etc.) to communicate and play within a tournament. In addition, revenue is also realized through in-game advertising. Advertising revenue may be assessed for each perception by the player in the game.
Although the present invention has been described with reference to exemplary embodiments for a particular application, it should be understood that the invention is not limited thereto. Those skilled in the art and those who have access to the teachings provided herein will recognize further modifications, applications, and embodiments within that scope, as well as additional areas in which the invention exhibits significant utility. Will.
As such, the invention is described herein with reference to specific embodiments for specific applications. Those skilled in the art and those who have access to the teachings of the present invention will recognize further modifications, applications, and embodiments within that scope.
Therefore, it is intended that any such modification, application, and embodiment within the claims is covered by the claims.
<figref num="1">It is a simplified block diagram which shows the gaming system in a preferable embodiment of this invention.</figref><figref num="2">It is a simplified block diagram which shows the lobby server in the system in a preferable embodiment of this invention.</figref><figref num="3">It is a simplified block diagram which shows the game server in the system 100 in a preferable embodiment of this invention.</figref><figref num="4">It is a simplified block diagram which shows the billing server in the system 100 in a preferable embodiment of this invention.</figref><figref num="5">It is a schematic diagram which shows the timed round within a specific time in a preferable embodiment of this invention.</figref><figref num="6">It is a schematic diagram which shows the continuous round in the embodiment which can be an alternative in this invention.</figref><figref num="7">It is a flow chart which shows the outline of the process for performing the tournament play according to the teaching of this invention.</figref><figref num="8">It is a flow chart which shows the outline of the process for performing the tournament play according to the teaching of this invention.</figref><figref num="9">It is a flow chart which shows the outline of the process for performing a tournament play in the embodiment which can be an alternative in this invention.</figref><figref num="10">It is a flow chart which shows the outline of the process for performing a tournament play in the embodiment which can be an alternative in this invention.</figref>
Code description
100 System 102 Game Server 104 Lobby Server 106 Computer 108 Mobile Device 110 Billing Server 112 Internet 114 Mobile Data Network 116 Network Provider 120 Billing System
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US8512145B2 | Cited by | United States of America | Applicant |
| JP2011512995A | Cited by | Japan | Examiner |
| US8936511B2 | Cited by | United States of America | Applicant |
| US9390584B2 | Cited by | United States of America | Applicant |
| JP2021518592A | Cited by | Japan | Search report |
| JP2009540423A | Cited by | Japan | Examiner |
| JP4865856B2 | Cited by | Japan | Examiner |
| US11951400B2 | Cited by | United States of America | Applicant |
| JP2017077325A | Cited by | Japan | Search report |
8 members in 3 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10815482 | United States of America | – | |
| 81548204 | United States of America | A | |
| 81548204 | United States of America | A | |
| 2004815482 | – | – | – |
| US20040815482 | – | – | – |
Members8
| Document | Office | Kind | |
|---|---|---|---|
| US2004224773A1 | United States of America | A1 | |
| JP2004362545A | Japan | A | |
| CN1571340A | China | A | |
| CN1677412A | China | A | |
| JP2005293591AThis record | Japan | A | |
| US2005277472A1 | United States of America | A1 | |
| CN100359852C | China | C | |
| CN101231732A | China | A |
10 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Decision of refusalA02 | A02 | |
| Written amendmentA521 | A521 | |
| Notification of reasons for refusalA131 | A131 | |
| Written amendmentA521 | A521 | |
| Written permission of extension of timeA602 | A602 | |
| Written request for extension of timeA601 | A601 | |
| Notification of reasons for refusalA131 | A131 | |
| Report on accelerated examinationA975 | A975 | |
| Written request for application examinationA621 | A621 | |
| Explanation of circumstances concerning accelerated examinationA871 | A871 |
Numbers
- Publication
- 2005293591
- Publication, DOCDB
- 2005293591
- Publication, EPODOC
- JP2005293591
- Application
- 101575
- Application, DOCDB
- 2005101575
- Application, EPODOC
- JP20050101575
Titles2
- Japanese
- トーナメントプレイで収益を創出するシステムおよび方法
- English
- Systems and methods to generate revenue in tournament play
Classification
- IPC, 12
- A63F9 00
- A63F13 327
- A63F13 335
- A63F13 46
- A63F13 61
- A63F13 792
- A63F13 795
- A63F13 85
- G06F19 00
- G06Q30 06
- G06Q50 00
- G06Q50 10