Profile-driven network gaming and prize redemption system
Abstract
A method and a finished product for implementing a user profile-driven game and reward redemption system. This user profile-driven game and reward redemption system takes into account that by first receiving an identification code selected from an identification code group, a user is tailored to play a game implemented on a computer on an online game system According to experience, the identification code group includes a user identification code related to a user (player) on the online game system, a game identification code related to a specific game played by the user of the online game system, and A website identifier associated with the location where the game was played. The online game system then changes the computer to execute the game, and the user plays the computer to execute the game in accordance with the selected identification code in one way. The aforementioned techniques can also be applied in a reward redemption system.

Term
No projected expiry on record.
- Priority
- Filed
- Granted
- Today
18 claims: 17 independent, 1 dependent
- 1A method for implementing an introduction-driven online game system, comprising:providing a computer to execute a game for a user to play;receiving at least one identification code selected from an identification code group, the identification code group including a A user identification code, a game identification code, and a website identification code;changing at least one aspect of the computer executing the game according to the identification code;and granting the user at least one reward point based on a result of the computer executing the game . 1.一種方法,供實施一簡介驅動網路遊戲系統,包含:提供一電腦執行遊戲,以供一使用者玩;接收選自識別碼群組的至少一識別碼,該識別碼群組包括一使用者識別碼、一遊戲識別碼、以及一網站識別碼;根據該識別碼,改變該電腦執行遊戲的至少一方面;以及根據該電腦執行遊戲的一結果,授予該使用者至少一獎賞點數。 487866 A8 B8 C8 D8 六、申請專利範圍 1· 一種方法,供實施一簡介驅動網路遊戲系統,包含·· 提供一電腦執行遊戲,以供一使用者玩; 接收選自識別碼群組的至少一識別碼,該識別碼群組包括 一使用者識別碼、一遊戲識別碼、以及一網站識別碼; 根據該識別碼,改變該電腦執行遊戲的至少一方面;以及 根據該電腦執行遊戲的一結果,授予該使用者至少一獎賞 點數。 2. 如申請專利範圍第1項所述方法,其中該至少一獎賞 點數與根據該識別碼決定的一特定獎賞相關。 3. 如申請專利範圍第1項所述方法,其中所授予的一些 該獎賞點數係根據該識別碼。 4·如申請專利範圍第丨項所述方法,其中所授予的該獎 賞點數的値係根據該識別碼。 5·如申請專利範圍第1項所述方法,進一步包含: 根據該識別碼,排除玩至少一部份該電腦執行遊戲。 6·如申請專利範圍第5項所述方法,其中該識別碼包括 該使用者識別碼,且根據使用者居住之地理位置的規定, 排除玩至少一部份該電腦執行的遊戲。 4Hickman200064tw: LAZ1P033 TW 38 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) -------------.¾ (請先閱讀背面之注意事項再填寫本頁) 訂---------線· 經濟部智慧財產局員工消費合作社印製 487866 A8 B8 C8 D8 六、申請專利範圍 (請先閱讀背面之注意事項再填寫本頁) 7. 如申請專利範圍第5項所述方法,其中該識別碼包括 該使用者識別碼,且排除玩至少一部份該電腦執行的遊 戲。 8. 如申請專利範圍第1項所述方法,進一步包含: 在玩該遊戲時做廣告;以及 其中該廣告係根據該識別碼。 9. 一種方法,供實施一簡介驅動網路獎賞兌換系統,包 含: ’提供一電腦執行獎賞兌換系統; 接收至少選自識別碼群組的至少一識別碼,該識別碼群組 係由一使用者識別碼、一遊戲識別碼與一網站識別碼所組 成; 根據該識別碼,改變該電腦執行獎賞兌換系統的至少一方 面;以及 兌換一獎賞,以作爲至少一獎賞點數的交換。 經濟部智慧財產局員工消費合作社印製 10. —種具體實施於一電腦可讀媒體上的電腦程式,供實 施一簡介驅動網路遊戲系統,包含: 一碼段,提供一電腦執行遊戲供一使用者玩; 一碼段,接收選自識別碼群組的至少一識別碼,該識別碼 群組係由一使用者識別碼、一遊戲識別碼與一網站識別碼 所組成; 4Hickman200064tw: LAZ1P033.TW 39 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 487866 A8 B8 C8 D8 六、申請專利範圍 (請先閱讀背面之注意事項再填寫本頁) 一碼段,根據該識別碼改變該電腦執行遊戲;以及 一碼段,根據該電腦執行遊戲的一結果,授予該使用者至 少一獎賞點數。 11. 如申請專利範圍第10項所述之電腦程式,其中該至 少一獎賞點數對應到根據該識別碼所決定的一特定獎賞。 12. 如申請專利範圍第10項所述之電腦程式,其中所授 予的一些該獎賞點數係根據該識別碼。 13. 如申請專利範圍第10項所述之電腦程式,其中所授 予之該獎賞點數的値係根據該識別碼。 14. 如申請專利範圍第10項所述之電腦程式,進一步包 含:、 一碼段,根據該識別碼,排除玩至少一部份該電腦執行遊 戲。 經濟部智慧財產局員工消費合作社印製 15. 如申請專利範圍第14項所述之電腦程式,其中該識 別碼包括該使用者識別碼,且根據使用者居住之地理位置 的規定,排除玩至少一部份該電腦執行的遊戲。 16. 如申請專利範圍第14項所述之電腦程式,其中該識 4Hickman200064tw;LAZ1P033.TW 40 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐) 487866 A8 B8 C8 D8 六、申請專利範圍 別碼包括該使用者識別碼,且排除玩至少一部份該電腦執 行的遊戲。 (請先閱讀背面之注意事項再填寫本頁) 17. 如申請專利範圍第10項所述之電腦程式,進一步包 含: 一碼段,在玩該遊戲時做廣告;以及 其中該廣告係根據該識別碼。 18. —種具體實施於一電腦可讀媒體上的電腦程式,供實 施一簡介驅動網路獎賞兌換系統,包含: 一碼段,提供一電腦執行獎賞兌換系統; 一碼段,接收選自識別碼群組的至少一識別碼,該識別碼 群組係由一使用者識別碼、一遊戲識別碼與一網站識別碼 所組成; 一碼段,根據該識別碼改變該電腦執行獎賞兌換系統;以 及 一碼段,兌換一獎賞以作爲至少一獎賞點數的交換。 經濟部智慧財產局員工消費合作社印製 4Hickman200064tw;LAZ1P033.TW 41 本紙張尺度適用中國國家標準(CNS)A4規格(210 X 297公釐)
- 3The method according to item 1 of the scope of patent application, wherein some of the reward points awarded are based on the identification code. 3.如申請專利範圍第1項所述方法,其中所授予的一些該獎賞點數係根據該識別碼。
- 4The method according to item 1 of the scope of patent application, wherein the value of the reward points granted is based on the identification code. 4.如申請專利範圍第1項所述方法,其中所授予的該獎賞點數的值係根據該識別碼。
- 5The method according to item 1 of the scope of patent application, further comprising:excluding playing at least a part of the computer to execute a game according to the identification code. 5.如申請專利範圍第1項所述方法,進一步包含:根據該識別碼,排除玩至少一部份該電腦執行遊戲。
- 6The method according to item 5 of the scope of patent application, wherein the identification code includes the user identification code, and according to the regulations of the geographical location where the user lives, it is excluded to play at least part of the games executed by the computer. 6.如申請專利範圍第5項所述方法,其中該識別碼包括該使用者識別碼,且根據使用者居住之地理位置的規定,排除玩至少一部份該電腦執行的遊戲。
- 7The method according to item 5 of the scope of patent application, wherein the identification code includes the user identification code, and excluding playing at least a part of the games executed by the computer. 7.如申請專利範圍第5項所述方法,其中該識別碼包括該使用者識別碼,且排除玩至少一部份該電腦執行的遊戲。
- 8The method according to item 1 of the scope of patent application, further comprising:advertising while playing the game;and wherein the advertising is based on the identification code. 8.如申請專利範圍第1項所述方法,進一步包含:在玩該遊戲時做廣告;以及其中該廣告係根據該識別碼。
- 9A method for implementing a profile-driven online reward redemption system, comprising:providing a computer to execute a reward redemption system;receiving at least one identification code selected from at least an identification code group, the identification group being identified by a user A code, a game identification code and a website identification code;according to the identification code, changing at least one aspect of the computer executing the reward redemption system;and redeeming a reward in exchange for at least one reward point. 9.一種方法,供實施一簡介驅動網路獎賞兌換系統,包含:提供一電腦執行獎賞兌換系統;接收至少選自識別碼群組的至少一識別碼,該識別群組係由一使用者識別碼、一遊戲識別碼與一網站識別碼所組成;根據該識別碼,改變該電腦執行獎賞兌換系統的至少一方面;以及兌換一獎賞,以作為至少一獎賞點數的交換。
- 10A computer program embodied on a computer-readable medium for implementing an introduction-driven online game system, comprising:a code segment that provides a computer to execute a game for a user to play;a code segment that receives a selection from At least one identification code of an identification code group, the identification code group consisting of a user identification code, a game identification code, and a website identification code;a code segment that changes the computer to execute a game according to the identification code;and A code segment grants the user at least one reward point based on a result of the computer executing the game. 10.一種具體實施於一電腦可讀媒體上的電腦程式,供實施一簡介驅動網路遊戲系統,包含:一碼段,提供一電腦執行遊戲供一使用者玩;一碼段,接收選自識別碼群組的至少一識別碼,該識別碼群組係由一使用者識別碼、一遊戲識別碼與一網站識別碼所組成;一碼段,根據該識別碼改變該電腦執行遊戲;以及一碼段,根據該電腦執行遊戲的一結果,授予該使用者至少一獎賞點數。
- 11The computer program according to item 10 of the scope of patent application, wherein the at least one reward point corresponds to a specific reward determined according to the identification code. 11.如申請專利範圍第10項所述之電腦程式,其中該至少一獎賞點數對應到根據該識別碼所決定的一特定獎賞。
- 12The computer program according to item 10 of the scope of patent application, wherein some of the reward points granted are based on the identification code. 12.如申請專利範圍第10項所述之電腦程式,其中所授予的一些該獎賞點數係根據該識別碼。
- 13The computer program according to item 10 of the scope of patent application, wherein the value of the reward points granted is based on the identification code. 13.如申請專利範圍第10項所述之電腦程式,其中所授予之該獎賞點數的值係根據該識別碼。
- 14The computer program as described in item 10 of the scope of patent application, further comprising:a code segment that excludes playing at least a part of the computer to execute a game according to the identification code. 14.如申請專利範圍第10項所述之電腦程式,進一步包含:一碼段,根據該識別碼,排除玩至少一部份該電腦執行遊戲。
- 15The computer program according to item 14 of the scope of patent application, wherein the identification code includes the user identification code, and according to the requirements of the geographical location where the user lives, it is excluded to play at least a part of the games executed by the computer. 15.如申請專利範圍第14項所述之電腦程式,其中該識別碼包括該使用者識別碼,且根據使用者居住之地理位置的規定,排除玩至少一部份該電腦執行的遊戲。
- 16The computer program according to item 14 of the scope of patent application, wherein the identification code includes the user identification code and excludes playing at least part of the games executed by the computer. 16.如申請專利範圍第14項所述之電腦程式,其中該識別碼包括該使用者識別碼,且排除玩至少一部份該電腦執行的遊戲。
- 17The computer program according to item 10 of the scope of patent application, further comprising:a code segment that advertises when playing the game;and wherein the advertisement is based on the identification code. 17.如申請專利範圍第10項所述之電腦程式,進一步包含:一碼段,在玩該遊戲時做廣告;以及其中該廣告係根據該識別碼。
- 18A computer program embodied on a computer-readable medium for implementing a profile-driven network rewards exchange system, comprising:a code segment that provides a computer to execute the rewards exchange system;a code segment that is selected from an identification code At least one identification code of a group, the identification code group consisting of a user identification code, a game identification code, and a website identification code;a code segment that changes the computer to execute the reward redemption system according to the identification code;and One yard, redeem one reward in exchange for at least one reward point. 18.一種具體實施於一電腦可讀媒體上的電腦程式,供實施一簡介驅動網路獎賞兌換系統,包含:一碼段,提供一電腦執行獎賞兌換系統;一碼段,接收選自識別碼群組的至少一識別碼,該識別碼群組係由一使用者識別碼、一遊戲識別碼與一網站識別碼所組成;一碼段,根據該識別碼改變該電腦執行獎賞兌換系統;以及一碼段,兌換一獎賞以作為至少一獎賞點數的交換。
Independent claims17
156 paragraphs, as filed
Introduction to Drive Online Games and Reward Exchange Systems
FIG. 1 is a diagram of a wide area network system connecting several game devices, according to a reward exchange system according to one embodiment of the present invention;
FIG. 2 is a block diagram of various originals used in a game device in FIG. 1; FIG.
FIG. 3 is a general functional diagram of the reward exchange system in FIG. 1 according to one of the specific embodiments of the present invention; FIG.
4 is a functional diagram illustrating various interfaces that are accessed when a user uses the present invention, and the basic supporting components of these interfaces;
4A is a functional diagram illustrating how the reward database server of the present invention operates;
FIG. 5 is a system diagram illustrating software components of a game device of the present invention, and related further multivariate servers; FIG.
6 is a flowchart illustrating various related operations of the present invention;
FIG. 7 illustrates the steps of the present invention to perform the 602 player registration operation in FIG. 6;
FIG. 8 illustrates the steps of performing the 604 game credit purchase operation in FIG. 6 of the present invention;
FIG. 9 illustrates steps for performing the 608 game start operation in FIG. 6 of the present invention;
FIG. 10 illustrates steps for performing the 610 error processing job in FIG. 6 of the present invention;
FIG. 11 illustrates the steps of performing the 612 reward operation in FIG. 6 of the present invention;
11A illustrates a method for deciding to participate in a system game contest payment according to the present invention;
FIG. 12 illustrates steps for performing the 614 reward exchange operation in FIG. 6 of the present invention;
FIG. 13 illustrates a graphical user interface of the present invention; and
FIG. 14 is a flowchart illustrating actions related to the advertisement feedback feature of the present invention.
Field of invention
The present invention generally relates to a game system, and more specifically, to an online game system having a reward exchange ability.
Background of the invention
In recent years, with the widespread use of standardized large-scale wide area networks, such as the Internet and the World Wide Web, electric and computer games that were previously restricted to electric or computer games are now available in a new environment . Such an environment allows a game provider to give a vast number of remote players access to an online game system, where the vast number of remote players have different statistics and profiles, and the online game system has many different kinds of game.
When implementing an online game system on the Internet and the World Wide Web, there are many variables. In the past, providers were limited to one-size-fits-all methods to implement an online game system. When many variables were to be modified to meet many different players in many different locations . , This size of the world approach will make things difficult.
One of the variables encountered by online game system providers includes game choices provided to system players. Games can have many different types, including games with different theme genres, skills and luck, or even games targeted at users of a specific age and gender. Some games with violence, nudity, or some kind of adult theme may not be suitable for players under a certain age. Moreover, playing a game of luck may be illegal for a minor player or a player who lives in a particular place. Because of these factors, it is difficult for online game providers to find good ways to control access to these games for users of a certain age and location.
Advertising for selecting and presenting a wide range of products and services is another set of variables that providers will encounter when implementing an online gaming system. In the past, providers of many games and online game systems with different user choices have struggled to effectively target advertisements to specific parts of their users.
In order to attract more users to an online game system, a provider may wish to provide rewards to users to encourage them to play games on their system. However, when trying to implement an effective rewards and redemption system solution for an online game system, the provider has to be forced to overcome some difficulties. The online game system has a large number of games and different users. select. Now, for example, the provider must manage many other variables, including the types of rewards awarded, the number of rewards awarded, the value of rewards awarded, and the total number of rewards awarded, the conditions under which rewards are awarded, and the redemption of online play Procedures for awards.
For rewards redemption, it is satisfying a wide variety of user bases and providing enough incentives to motivate users to continue to purchase games. When trying to provide motivation to entice the player to continue playing, the type of decision made and the total number of rewards awarded may be in doubt. For example, middle-aged men may not be attracted when all available rewards are limited to toys. Similarly, when winning or losing is about getting a razor or cufflinks or not, teens may not continue to buy games.
Decisions related to rewards are not limited to the types of rewards awarded. While maintaining a large number of satisfied users, the dispersion of rewards and rewards also plays an important role. It is in the best interest of the game provider to maintain a fair spread so that as many players as possible get paid and continue playing.
Summary of the invention
The present invention provides a system and method for implementing a user profile-driven game and reward exchange system. The system and method allow a reward provider to individually modify the variables that affect game play, the granting of reward points, and the redemption of rewards to suit the unique profile of each particular user on the online gaming system.
With this system, reward providers can help users optimize the fun of the online game system, thereby helping to retain existing users of the online game system and helping to attract even more new users To this online game system.
This user profile-driven game and reward redemption system takes into account that by first receiving an identification code from a specific user s gaming device, a user s experience of playing a computer and executing a game on an online gaming system is tailored to the identification code It is selected from an identification code group, including: (1) a user identification code related to users (players) of online game and reward exchange system; (2) specific games played by users of online game system A related game identification code; (3) a website identification code related to the location (website) where the online game and reward redemption system is accessed. Depending on the selected identification method, different aspects of the online game and reward redemption system can be changed.
In another embodiment, a reward point awarded by the online game system and the reward redemption system corresponds to a specific reward selected according to the selected identification code. This embodiment allows specific rewards to be directed to specific users, helping to attract and retain these specific users.
In one embodiment, a user can use the awarded reward points to redeem a reward, and some reward points granted by the user are based on the selected identification code. In this way, by granting these users additional bonus points, certain specific users can be attracted to this online game system.
In another embodiment, the value of the reward points awarded to a specific user is based on the selected identification code. This embodiment provides a tool to reconcile the different financial needs of third parties so that the services of the online game and reward exchange system can be accessed through the third party.
In another embodiment, the system may be further installed to exclude computers from executing games based on at least a portion of the identification code. In a version of this embodiment, the selected identification code may include a user identification code, so that this part of the computer executes the game and is excluded according to the regulations of the user's geographic location. In another version of this embodiment (which can be used independently or together with the previous version, the selected identification code may include a user identification code, so that this computer runs a part of the game, according to the age of the user Or other parental control. These two versions of this embodiment, when it involves illegal acts in certain areas, and when a minor user accesses a specific game provided in an online game system, but When this particular game features an adult theme, it provides a means to restrict user access to the game.
In another aspect of the present invention, the system also allows specific advertisements to be presented to users when playing a game, which are directed to specific users according to the selected identification code. This feature provides a powerful tool to target ads to users who fall into a variety of market profiles. This allows the provider of the online game and reward redemption system to more effectively persuade the sponsor to purchase the advertising time and space of the online game and reward redemption system.
For those skilled in the art, these and other advantages of the present invention will become apparent after reading the following description and studying the drawings.
Schematic illustration
FIG. 1 is a diagram of a wide area network system connecting several game devices, according to a reward exchange system according to one embodiment of the present invention;
FIG. 2 is a block diagram of various originals used in a game device in FIG. 1; FIG.
FIG. 3 is a general functional diagram of the reward exchange system in FIG. 1 according to one of the specific embodiments of the present invention; FIG.
4 is a functional diagram illustrating various interfaces that are accessed when a user uses the present invention, and the basic supporting components of these interfaces;
4A is a functional diagram illustrating how the reward database server of the present invention operates;
FIG. 5 is a system diagram illustrating software components of a game device of the present invention, and related further multivariate servers; FIG.
6 is a flowchart illustrating various related operations of the present invention;
FIG. 7 illustrates the steps of the present invention to perform the 602 player registration operation in FIG. 6;
FIG. 8 illustrates the steps of performing the 604 game credit purchase operation in FIG. 6 of the present invention;
FIG. 9 illustrates steps for performing the 608 game start operation in FIG. 6 of the present invention;
FIG. 10 illustrates steps for performing the 610 error processing job in FIG. 6 of the present invention;
FIG. 11 illustrates the steps of performing the 612 reward operation in FIG. 6 of the present invention;
11A illustrates a method for deciding to participate in a system game contest payment according to the present invention;
FIG. 12 illustrates steps for performing the 614 reward exchange operation in FIG. 6 of the present invention;
FIG. 13 illustrates a graphical user interface of the present invention; and
FIG. 14 is a flowchart illustrating actions related to the advertisement feedback feature of the present invention.
Detailed description of the preferred embodiment
FIG. 1 is a schematic diagram of the present invention, which can be redeemed for rewards won when playing games on several online gaming devices. As shown in FIG. 1, a wide area network 100, such as the Internet, is connected to several game devices 102 to facilitate the achievement of the reward redemption system. Each of these game devices 102 can display a user interface, which can allow the user to play several games. There is also a bonus database server 104 in the figure for connecting the game device 102 via the wide area network 100 to communicate with a protocol such as Transmission Control Protocol (TCP IP) or IPX. Another option is that the bonus database server 104 can also be regarded as at least a part of the game device 102.
In use, the reward database server 104 will first receive a user identification code representing the user from the game device 102. After the game is over, the bonus database server 104 will also receive an instruction for the game result. The reward database server 104 also tracks the reward points obtained by the user based on the current or previous game results. In addition, the function of the reward database server 104 allows the reward points to be exchanged for rewards.
Continuing to refer to FIG. 1, at least some of the game devices 102 include a dedicated game unit 106 for use with a television for the purpose of playing various games only or for portable use. Such a dedicated game unit 106 may be a game containing a Nintendo, SEGA, or SONY game console, or a personal digital assistant installed like a PALMPILOT.
In a specific embodiment, each dedicated game unit 106 has a modem connected to a wide area network for communication purposes. And another possible specific embodiment is that each dedicated game machine may include a cartridge 108, in which one or more specific games may or may not be installed, and data, that is, an identification code and an indication of game results may be stored. Such a cassette 108 can be further separated from the host computer to receive data through a specially designed port, such as a DEXDRIVE connected to a computer. , And the port can be connected to the wide area network 100 for communication purposes. As for personal digital assistants like handheld pilots, modules such as HOTSYNC can be used to communicate with the computer.
In another specific embodiment, at least some parts of the game device 102 include a desktop or laptop computer 110, and a modem is connected to the wide area network for communication. In another specific embodiment, at least some parts of the game device 102 include a server 112, so that it can communicate with several computers 110 via the wide area network 100.
Another possibility is that some parts of the game device may contain separate units, allowing them to print the points that can be redeemed at the place where the game device is placed, whether it is tickets, vouchers, magnetic cards, barcode cards or any other Form of "smart card". For more information on such gaming devices, refer to U.S. Patent No. 5,292,127 to Kelly et al. For a complete description. It should be noted that the game devices mentioned above can be used in any combination.
FIG. 2 is a schematic diagram of one of the aforementioned computers 110. As shown in the figure, the input device 200 may allow a player or user to provide input to the game device and influence the game during the game to achieve one or more predetermined goals or scoring tasks, and win a reward or other kind of reward . The input device 200 can also be used to select a reward in the reward redemption system of the present invention, or an individual input control can also be used as a reward function of a game device. Player input usually consists of controls such as buttons, keyboards, dials, joystick controls, touch screens, trackballs, mice, guns, steering wheels, foot pedals, language input via a microphone, or any other Game instructions provided such as playing games and providing inputs for selection. For example, the player can move the joystick to control the pictures displayed on the TV screen. Each form of user input can provide a special game instruction to the computer, and the computer will interpret the instruction and affect the state of the game and the results of the game's progress.
With continued reference to FIG. 2, the computer 110 receives signals and instructions from the player input device 200, and translates / interprets those signals and instructions so that the game process can be updated. The computer 110 preferably includes a microprocessor 202, a random access memory 204, a read-only memory 206, and an input / output 210. Any microprocessor or controller may be used as long as it is sufficient to control the game device. For example, the microprocessor 202 suitable for many mechanical gaming applications is the Intel 80318-bit microprocessor, which includes eight data lines and 16 address lines. Alternatively, a more powerful processor, such as a Pentium / PowerPC-grade microprocessor, or a special graphics or software signal processor can also be used. The microprocessor 202 executes a program written by software instructions stored in the memory, and the program can recognize game instructions input by the player 200 on the device 200. Software instructions may be stored on "computer-readable media", which may include memory such as random access memory and read-only memory, magnetic disks, magnetic tapes, optically readable media such as CD ROM, semiconductor memory Media, such as memory chips or personal computer memory card international association cards (PC cards), and so on. No matter which medium it is, it can be in the form of portable items, such as small disks, floppy disks, magnetic tapes, memory components, etc., or in the form of relatively large or immovable items, such as hard disk drives.
The microprocessor 202 and the random access memory 204 are connected through a data (D) / address (A) / control (C) bus 208, so that the random access memory 204 can use temporary memory during the game (scratchmemory) and other features. The read-only memory 306 is preferably an erasable and programmable unique memory (EPROM) containing the startup instructions of the microprocessor 202 and the operating system. The method of connecting the random access memory 204 and the read-only memory 206 to the microprocessor 202 including the data, the address and the control line via the bus 208 is clear to those skilled in the art.
The output / input 210 includes driving buffers, drivers, ports, registers, and other analog and / or digital circuits as an interface between the output and input and the bus 208. The game output device 212 and the input device 200 may be connected to the output / input 210. For example, the display screen can be connected to the output / input 210, so that a microprocessor or another TV processor can control the presentation of the image on the display screen, which is also well understood by those skilled in the art.
Computers can include plug-in interface cards, such as TV cards, 3D picture cards, sound cards, control cards, and so on. Standard peripherals can be connected to input / output 210 as input device 200 and output device 212, such as CD-ROM slot, storage device (floppy disk drive, hard disk drive, etc.), personal computer card, printer, touchpad Stylus and tablet, voice recognition microphone, camera or communication device.
FIG. 3 is a functional diagram illustrating an overview of interactions among various users, computers, servers, business entities, and the like during the use of the present invention. As shown, in a specific embodiment, a user uses a game device, such as a computer, to directly or indirectly access a server that provides several games in the job 300. In a specific embodiment, the user may also access the game server via a specific related or unrelated website. Next, in operation 302, the user logs in, purchases points (optionally), and plays a game provided by the server. During the game, any reward points are stored in the user's account, as shown in homework 304.
Continuing to refer to FIG. 3, the user is informed of the points he has obtained from the game, as shown in homework 306. Thereafter, in operation 308, the user can again use the game device to access the bonus database server, which may be connected to or separated from the game server. The user's account will be checked to confirm that he or she is currently receiving rewards, see homework 310. Then, in the operation 312, the game database will order the reward selected by the user from the reward seller, and the reward will be given to the user in the operation 314. If the reward points representing a particular reward have been issued in assignment 316, the reward database server will not request any selection action before ordering assignment 312.
The manner in which any currency is derived by the present invention can be distributed in several ways. For example, the owner of a hosting web site can get paid by providing a hosting website to the game. See assignment 318. In addition, the developer of the game can get paid in the assignment 320. The reward seller can get the cost of the reward, the amount of transportation, the processing, and the like in operation 322.
The functional diagram of FIG. 4 illustrates some user interfaces, supporting software, and hardware related to the changes in the flowchart of FIG. 3. In terms of hardware, it can be seen that the server 400 containing the software includes a game setting cassette, an advertising cassette 404, and a reward redemption cassette 406. It should be noted that any of these cassettes can be executed from a separate server.
In use, the user interface 405, such as a web page hosting a website, allows access to the game interface 407 via the game setting cassette 402 of the server 400. In contrast to the operation 302 of the method of FIG. 3, the current method does not require the user to log in or purchase credits. On the contrary, the advertisement provides a source of funds during the game through the advertising cassette 404. After winning some reward points, the user is forwarded to the reward redemption interface 409 controlled by the reward redemption cassette 406.
After the user enters the reward exchange interface 409, the user must log in through the login interface 411, unless the user is already logged in at that time. After that, the confirmation interface 410 will be displayed, showing that the reward has been delivered. As an option, a cookie is placed on the user's computer during operation 412.
FIG. 4A is a general functional diagram illustrating the operation of the reward database server of the present invention. Regardless of whether the present invention is implemented as shown in FIG. 3 or FIG. 4 or other methods, the reward database server can perform basic operations. In particular, the reward database server can be used to redeem rewards for games played on several online gaming devices.
To do this, the bonus database server can connect to the gaming device by a wide area network, such as the Internet, or any other communication system that operates 450. After being connected, the bonus database server receives a user identification code corresponding to the user in operation 452 from the game device, and also receives an instruction of the game result when the user plays the game. See assignment 454. In addition to allowing the reward points of an award to be redeemed for rewards, the reward database server also tracks many reward points obtained by the user's game results, as shown in assignments 458 and 456, respectively.
Figure 5 illustrates software that can be installed in any of the gaming devices mentioned here and above. The client-end software 501 includes a startup module 500, a communication module 502, and a buffer module 504. These modules provide interfaces to the game module 506, the modem 505, the internal storage 510, and the game device. Other components. The modules described above constitute the application program interface (API). For Win32 games, you can use C <sub>++</sub> d11 accesses this application program interface, and if it is a JAVAAPPLET game, it uses the obfuscated JAVA class (es) that has been scrambled and encrypted.
Server-side software 512 can also be seen in the figure. The server-side software includes a secure credit card transaction module 514, a shopping module 516, an advertising module 518, a redemption module 520, and can be served by a website. The server 524 is connected to a payment server 522 and associated firewall 526 of any gaming device. Depending on the user's intention, several support servers 528 may be included.
In order for the program of FIG. 3 to be effectively executed, variables or game settings must be transmitted from the server to the game device, and further identification codes and game results must be transmitted from the game device to the server.
The game settings include a table of reward points that are awarded for various outcomes that are possible for the game. For example, during the game, for every 1,000 points earned, 10 reward points can be awarded. Another example of game setting may include various functions of enabling or disabling the game, depending on the geographic location of the user indicated by the identification code. It should be noted that the transmission of the identification code and game results to the game server is very important to track the reward points issued to the user when the reward is to be redeemed. Another example of game settings is identification codes and other information exchanged for various purposes, which can be explained in more detail here.
In order to complete the exchange of information, the activation module 500 is used to form an interface with the game module 506 and request information from the communication module 502 as needed. Each time the information is requested, the activation module 500 will communicate the game module 506 with the communication Modules 502 verify each other for reasons that will become clear later. Therefore, the startup module 500 can be modified individually according to the game being played. For security reasons, additional information related to the game developer can also be stored on the game server.
The communication module 502 then requests a lot of information from the server. These requests are made through modems. Various features are also provided in consideration of situations where the game server may be unable to connect or the connection may be temporarily interrupted. First, after a request receives information from the server, the information is stored in an internal storage that can constitute any kind of memory. In this way, when the server cannot be connected, the game settings can be directly Internal memory retrieval. In addition, the communication module 502 can be converted to manually or automatically connect with the server periodically or for synchronization purposes at any other time.
Since the present invention can be used in many kinds of games, communication with the game server sometimes has to make compromises, so it is best that the game device itself has to do at least some calculations. The information is received from the game device through an application programming interface (API), calculated by the game server, and then sent back to the game device. In addition, the communication module 502 can also obtain core assets from the game server for storage on the client computer. This core asset can be used with any other kind of game, including general graphics, game cards, sound effects, Mahjong tiles, and more. These core assets can be updated, deleted, or replenished as long as they are downloaded once.
These requests, which can be implemented through the application programming interface to communicate the necessary information, are now discussed below. This feature can provide requirements that include several URL-based. These requirements can correctly format the data, connect to the server, use Secure Sockets Layer (SSL) to transfer the data to the game server, and then properly format the code returned and any data returned by the server. The communication layer is responsible for formatting parameters and maintaining as many internal parameters as possible, which helps the game module 506 not to constantly pass the same parameters. But the game module 506 is responsible for properly processing the codes returned by the server.
Here are some examples of requirements:
Select game settings: This feature comes in several different forms. First, if it is required by a JAVA APPLET game, then it can be safely assumed that the player is connected to the Internet, that is, the Internet. In this case, regardless of whether the game is in play-for-fun You can safely retrieve game settings from the game server. Any other kind of game in the demonstration state needs to use the default game settings. Any other kind of paid game state assumes that it is safe to ask the server to obtain game settings. Each data of each game is different, and the data is returned in the form of name-value pairs (for example: "PointsLevel11 = 10"). The game device is responsible for extracting the value of each piece of known data. This requirement is also used to make the game version effective. If it is not the latest version, the game cannot be continued. This helps to ensure reliable Redeem the game.
Start the game: In a game in a demonstration state, this requirement may or may not be possible. With this request, the server will get points to play and try to keep it in the player's account. But before doing so, the server determines if the player is subject to any special business rules that make him unplayable. When the player is successfully validated, the server will add a column to the database table to show that the player has started the game, and then return the appropriate return code to the game device.
Ending the game: In a game in a demonstration state, this requirement may or may not work. This request is sent to the bonus database server to provide game data including end time and score. This data is used to update the columns of the database added to the game. The score is passed to a conversion table of points for reward points to determine whether any reward should be given. This requirement will also prompt the player account's bonus points to change appropriately.
GetNextInstaPrizes: This request may or may not work in a demo state game. This request is sent to the reward database server for a description of the next specific award and its unique reward identifier. This database is generated by the redemption engine on the server. All subsequent specific awards are determined in advance from the previous awards and are stored regionally on the gaming device. The server pays attention to the reward identifier to compare the request to win an instant prize (wonInstaPrize).
Win an instant prize (wonInstaPrize): In a demo game, this requirement may or may not work. This requirement is used when winning a specific award, and the reward identification code of the specific award is sent to the server in the redemption box for confirmation. This enables at least the following three events to take effect:
.If you win game points, these points will be added to the player's account. .If bonus points are won, these points will be added to the player's account. .If an item is won, it is added to the player's shopping cart. Collection of merchandise waits for the player to check-out.
Get points (getAvailableCredits): In a demo game, this requirement may or may not work. This requirement is used before the start of each game, showing the points available to the player.
Can play (canPlay): In the game in the demonstration state, this requirement may or may not work. This requirement is a function of segmentation. Check the business rules that prevent the game (parental monitoring, bad accounts, points available, etc.). Watch ads (getAdvertisement): In the game in the demonstration state, this requirement may or may not be possible. get on. This request is used to retrieve the latest ad to be played. This can be done by calling out the advertisement in the form of an advertising identifier and checking to see if the correct advertisement has been downloaded. If the correct advertisement has not been downloaded, then the preset advertisement that has been downloaded will appear. In the process, when the player is playing the game or browsing the relevant website, the download action starts to obtain the latest advertisement.
PostGameStatus: This requirement sets a fixed game status when a game device crashes or fails to connect.
Get game status (getGameStatus): This request will get fixed data from the game device (see postGameStatus). Error Information (getErrors): This request retrieves any error messages that occur during the use of the gaming device.
In terms of security, the various variables that pass the test can be named in an anti-intuitive, obscure way. For example, a variable related to a personal identification number could be named "Reward <sub>-</sub> Points <sub>-</sub> reward". In addition, digital signals can also be used when feasible. Even if security is violated, the present invention itself can prevent major fraud events, because the reward points issued are all a part of the value of the game points required to play the game. In addition to the above features, when a specific location begins to flood into the server, the present invention can block all future requests sent from that location.
FIG. 6 is a functional diagram illustrating various features associated with using the method of the present invention. The various operations shown in the functional diagram of FIG. 6 include a player registration operation 602, a purchase point operation 604, a selection game operation 606, a player game operation 608, an error processing operation 610, a reward operation 612, and a reward exchange operation 614. It should be noted that the functional features of the present invention can be performed with or without the order.
For example, in the demonstration state, it is not necessary to purchase game credit assignments 604, and rewards and rewards redemption assignments 612 and 614 are not mandatory. Further, if the reward redemption operation 614 is performed, the player registration operation 602 is not required. However, only when multiple games exist, the game job 606 needs to be selected, and the error handling job 610 is not mandatory.
FIG. 7 illustrates steps performed by the player registration operation 602 in FIG. 6 according to the present invention. Player registration can be performed by the bonus database server at any time, or in some specific embodiments, it is not performed at all if it is in a demonstration state. In a specific embodiment, player registration is required only when redeeming a reward point. In such a specific embodiment, the registration process clearly states that if the user does not register, the user will lose all the reward points he has won.
When registration is required, operation 702 provides an unregistered player registration link. Such a link can launch an interface, such as prompting the user to obtain a username for himself, or a user identification code and password. See assignment 704. In addition, the registration interface requires minimal information such as name and email account. Optional information, such as demographics, game preferences, etc., can be entered if the user wishes. A decision is then made as to whether the necessary information is complete and is completed in decision 706. After entering the minimum required information, operation 708 sends a confirmation message to the user.
The user can update any of the above profile data at any time. For security reasons, the user can also choose not to change the user identification code. Another option is to provide a hint to help users remember their ID and / or password.
In a specific embodiment, a registered user, or a primary account holder, can set up many secondary accounts for the secondary account holder. This feature allows parents to play the role of primary account holder and control various characteristics of secondary account holders that may include the children of the parent. Examples of features that each user may change independently or simultaneously include the length of time that a sub-account holder can play a game or a specific time, the number of game points that can be purchased in a specific time, or the types of games that can be played. The types of games that can be played can be controlled according to the current game industries rating system.
In addition to restricting the ability of sub-account holders to use the invention, the main account holder also has the exclusive right to modify and / or delete the current account, transfer game points, reward points and rewards to / or from various sub-accounts. Let the reward points be concentrated to get the desired reward, etc. To add a secondary account, the primary account holder may be required to enter at least one valid credit card number to qualify. It should be noted that during the use of the present invention, a credit card cannot be used to generate two different main accounts. In addition, game points, reward points and rewards are not transferable between the main account holders to prevent fraud .
FIG. 8 illustrates steps performed by the game credit purchase operation 604 of FIG. 6 according to the present invention. These game points are used to play games to win reward points. It should be noted that in some specific embodiments, it is not necessary to purchase game points, because there are advertisements or the game is played in a demonstration state.
The steps of FIG. 8 begin by deciding whether the player has registered 800. If not, player activity 602 (see Figure 7) is executed. Once it is confirmed that the registration is completed, the operation 804 allows purchase of game points. At the time of purchase, game points are automatically stored in the corresponding homework 806 account. The system has the ability to provide a non-linear purchase scale, giving players the incentive to purchase a larger number of points at a lower unit cost. For example, when buying points, a player can buy 10 game points for one dollar, 30 game points for 2.5 yuan, 60 game points for 4.75 yuan, and 120 game points for 8.5 yuan.
Although the bonus database server handles all conversions from money to game points, conversion factors can also be dictated by the manager of the game device. When a player makes a purchase request, the bonus database server activates the account and checks the business rules to verify that the user is eligible to purchase. If the user is under parental control or his account has been flagged, the user will receive the appropriate message about how to correct the situation, which is to contact the service personnel.
The reward database server can be designed to support "incentive suppliers". Any entity that wants to provide free games to their customers can give some of their customers a URL and a key code so that they can Use a fixed number of game points. The customer or user will go to the Uniform Resource Locator (URL), enter the key code, and receive a fixed number of free game points. In this specific embodiment, the "incentive provider" is responsible for all costs associated with the key code being distributed.
Appearing at homework 606 of FIG. 6 is selecting a game to play. The two types of games that can be selected are in exchange for payment and free games including demo games. Paid games need to perform tasks 602 and 604 of FIG. 6 first, but if it is a free game, the player registration of operation 602 can be postponed until the reward redemption is needed.
Free games can include games supported by JAVA APPLET, ShockWave, and Flash. There is no need for communication such as identification codes, and more free games can be created to entice consumers to register with the reward database server. Note that free games may only reward a limited number of reward points. One option is that free games can simply stimulate winning. In any case, users can be required to register before the rewards can be redeemed, after which the reward points for rewarding registered users can be restricted or prohibited. In addition, free games can be supported with advertisements.
Paid games can be supported by JAVA APPLET, Shock Wave, Flash, Windows 95982000, Macro, etc. It is important to understand that paid games can include any form of ad-supported games or games supported by any form of compensation scheme. In a specific embodiment, a paid game may be played in a competitive state. Ideally, all players participating in a competition game should have the same game settings so that all players have the same opportunity. In a certain type of competition game, a game of that duration type will present a different number of games at a fixed time.
In each of the above specific embodiments, the game may include a skill game that requires a fixed goal, task, or purpose to enable the game to be completed in a technical manner, and the outcome of the game is mainly determined by the skills displayed by the player. The higher the skill of the player, the more or easier it is for a player to set a goal in the game. Points related to a fixed goal or purpose can be added to the game points, so that higher points as a whole represent a higher skill for the player. Another way is that the game can include chance games, and the outcome of the game is mainly determined by luck. It is important to note that the game of chance can be restricted based on the age of the user or / and the geographic location where the user lives.
FIG. 9 illustrates the steps of the game assignment 608 of FIG. 6 according to the present invention. As shown in the figure, the reward database server is used to receive several identification codes in the job 900. For example, an address code representing a website or game device that supports a game will be received. In addition to the address code, a game ID, user ID, reward point ID, status ID, or any other form of The identifier may be received by the reward database server.
An optional feature is that the reward or any other feature related to the present invention can be determined by any of the above identification codes. In addition, other features of the present invention can also be customized for a specific profile. For example, the cost of game points, rewards, names, number or value of reward points, advertisements, sounds, graphics, and / or limited access can all be determined by any of the above-mentioned identification methods. change. In each of the above examples, these custom-made features can be handled by the game server.
One of the purposes of using the identification method is to support partnerships, especially partnerships between the rewards database server and other game servers. For example, a game server may allow all of its players to play a specific game for free, thereby modifying the value of its points, but it is limited to a specific website. Similarly, each game server can have its own settings for that website, so when a player starts a game, the bonus database server must know where the game originally started in order to restore the appropriate game settings. In addition, players can register with the reward database server or website of the partner game server. In addition, the interface provided by the reward database server can be changed according to the interface of the partner game server, so that the user feels that he is still interfaced with the partner game server, but in fact he or she is communicating with the reward database Device interface. One option is that the activities of all players on each game server can be maintained to track site traffic, so you can pay for game point income, commissions for business ads, and charge advertising fees.
In addition to helping partnerships, identification methods can be used to control the experience of certain users. As mentioned earlier, the user's age or account status, that is, the secondary account holder, affects the user's ability to use some features of the present invention. In addition, the user identification code can be used to indicate the user's location. This can be achieved by referring to the user's registration information or tracking the IP address of the user entering the server. With such a geographic identifier, the present invention can prevent certain games from being played in accordance with local regulations, which may be particularly helpful in the "game of chance" discussed earlier. It is important to note that selective gaming settings may change in each different jurisdiction.
After receiving the identification method, decision 902 determines whether the current version of the game is present and valid. If the current version is not accepted, the installer in operation 904 will be executed. The installer can be downloaded from the bonus database server and then executed on the game device. The adware can be executed upon confirming that the current version of the game in the gaming device is valid. However, before execution, the adware is first found in operation 906, and then it is determined in 908 whether there is effective adware. If not, the advertisement is updated in operation 910 by downloading or the like. Finally the game is executed in job 912.
Adware can be run during game slots or games in progress. Such advertisements can be static footage, cartoons, movies, sounds, etc. Advertisements sponsored by company names, reward providers, game providers, or other sources may be displayed, and in other features of the invention, the advertisements may also be directly related to rewards or game information. For example, sponsors can be directly related to rewards, which can increase the effectiveness of such advertisements. The sponsor may also provide players with free games in exchange for display advertisements, or they may simply pay the advertising slot fee to the game or bonus database server. Even a player can play an advertiser-sponsored game and win an advertiser's reward directly if he completes a task. Therefore, the use of the linked advertising and reward redemption system described here provides a variety of revenues from advertisers for game operators, and also allows sponsors to provide more effective advertising.
FIG. 10 illustrates steps performed by the error processing job 610 of FIG. 6 according to the present invention. Error handling is performed when the Reward Database server loses connection with the desktop or laptop, as determined by decision 1000. If the test loses connection, the game parameters in the bonus database server will not be updated at the end of the game. Therefore, in order to compensate the user, a fixed amount of game or reward points are given to the user in operation 1006.
Because giving away games or reward points when a connection is interrupted may provide an incentive for an intentional connection interruption while the game is in progress, some precautions must be taken. In a specific embodiment, a method may be used to track players who frequently lose connectivity. The software on the game device, that is, the communication module, can try to solve this problem when communication restarts, but if this problem cannot be solved, then the player can have the opportunity to play the game again for free, as long as they have not exceeded the free game or The predetermined maximum number of reward points. The maximum number of scheduled free games can be the number within a predetermined time interval, for example, ten o'clock per month to limit the adverse effects of fraud.
When the user exceeds his predetermined maximum free game points in decision 1002, the user will be notified and receive a customer service phone number in operation 1004. The customer service has the ability to give the user within a suitable range. More points. Once the connection is restarted, the communication module will update all data stored in the server before the connection is lost.
In the bonus reward job 612 of FIG. 6, various kinds of rewards may be awarded. The so-called reward, which is referred to here, refers to any goods, souvenirs, food, game points or other physical goods or services that can be provided to the player to exchange games, and the value is not limited to the exchange medium used in the game environment. Radios, stuffed animals, toy models, monetary coupons used outside gaming environments, gift certificates, cash, and free games played on gaming devices are all examples of rewards. The reward can also be a promotional gift certificate or a cash reward to encourage players to return to the current gaming environment as soon as possible in the future.
Reward points are different from rewards because points can be used to redeem other types of rewards. In a specific embodiment, the reward points issued represent a common currency that can be used for reward redemption purposes. In use, all kinds of general reward points can be rewarded.
The number of reward points awarded to the player may depend on the game score or other results of the game. In addition, players can reach special or progressive goals to win additional or special number of universal reward points. In a preferred embodiment of the redemption system, reward points are used as a medium for converting game scores into reward values.
Alternatively, a specific reward point may be awarded, which may be redeemed for a specific reward of the user. Certain reward points must be distinguished from the general points mentioned above. "Specific reward" or "instant prize" here refers to a specific reward or type of reward, which allows the player to be awarded directly or immediately, and in most cases, due to a specific The winning result can be obtained immediately. "Specific reward points" refers to an electronic voucher, which can only be exchanged for specific rewards.
Reward points, as explained here and above, can be awarded in any of a variety of ways. If it is a specific reward point, the same point can also be downloaded before starting to play the game, which can prevent the complexity caused by the connection with the reward database server being interrupted during the game. In addition, this feature allows players to understand the rewards involved in accordance with laws and regulations before starting the game, and also allows specific reward points to be immediately displayed when they are awarded, without delaying downloads. Optionally, specific reward points can be displayed even while the game is in progress, before being awarded, for temptation.
In another specific embodiment, a predetermined list of specific reward points may be displayed while the game is in progress. Ideally, this list of specific reward points can be generated on a regular basis, such as 24 hours, depending on business regulations. Such business rules may include the current total number of specific reward points that a user has been awarded in the past, the proportion of payouts that are expected to be issued, and the current average number of game points spent per game by the current player. , The total number of points currently available for a particular reward, and the value of game points. It should be noted that the above-mentioned business rules may be changed due to other factors, such as the URL of the game being accessed, the player's record, etc. If for any reason such information is lacking, the present invention can utilize preset values to generate appropriate specific reward points. For additional information on such business requirements, see U.S. Patent No. 5,292,127 to Kelly et al. For a complete description.
In another embodiment, a "frenzy can be provided by listing a number of specific reward points and the current amount of the specific reward points remaining or not yet issued. In the current state, the rules for awarding specific reward points are similar to those previously discussed, however, the types and number of specific reward points awarded are fixed. It should be noted that when the number of any given reward points reaches zero, that particular reward point may still be listed in the list, but it will be indicated graphically that this particular reward is gone.
As an option, the previous specific embodiment may be modified, and in some cases, the number of categories and / or specific reward points may be increased. The increase may depend on the number of times a particular game is played or the number of times different games have been played or achieved a game-related goal, thus providing a "limited activity" type of situation.
In another specific embodiment, the reward points may be awarded in a progressive manner. In such a specific embodiment, each user contributes to the collective progressive pool. This progressive total, for example, every game point spent on any gaming device can increase the total, increasing based on the number of ad impressions (ideal for advertisers paying or sponsoring progressive scores), fixed or random time Automatically increased within the interval, manually added by the reward database server operator, real-time calculation, etc. Progressive totals are accumulated from current and previous games played on any connected gaming device. In a specific embodiment, the progressive increase rate may be determined regardless of the number of people playing the game or the number of times the advertisement is viewed.
The first player who achieves any of the progressive goals predetermined on the connected gaming device can win the total number of progressive reward points, and the number of progressive reward points is added to the player's reward point calculation. It should be noted that the number of bonus points with progressive reward points can also be awarded instead of bonus points, thereby eliminating the need for conversion. Once a progressive bonus score is earned, the process restarts with the default settings for continuing the game. Progressive goal, scoring and bonus machines are further detailed and fully described in Kelly et al., US Patent 5,292,127.
FIG. 11 illustrates the steps performed by the present invention to issue the reward operation 612 of FIG. 6 to avoid the possibility of losing connection with the reward database server. More specifically, FIG. 11 illustrates the process for issuing progressive scores or the number of reward points.
As shown in FIG. 11, before the start of each game, information including the current progressive reward points or the number of points, and the current predetermined increase rate in the homework 1100 and 1102 servers will be retrieved. In use, as the game progresses, the number of progressive reward points or points is periodically increased at the rate of increase in homework 1104.
As the game progresses, the current number of reward points or points may be presented, as shown in Assignment 1106. If the player achieves a high score or other related goal, all current progressive reward totals or scores are awarded to the user. At the end of the game of homework 1108, information including the current number of reward points or points is sent to the host server for redemption purposes. Download the increase rate and progressive reward points or scores. Communication with the server is only required to be established at the beginning of the game.
In other embodiments, a special method can be used to calculate the dynamic progressive score increase rate during the game. In this specific embodiment, the current increase rate is periodically calculated and then used to calculate the current progressive total to be displayed. In a specific embodiment, such calculations can be performed every two minutes. It should be noted that the increase rate reflects the time required for one reward point to increase the total number of progressive reward points, such as an increase in reward points every 1.824 seconds.
To calculate the current increase rate, you must first determine the total number of times the game has been played. Whenever a certain website on the Internet is in a certain state, such as progressive state, competition, etc., the current total number of times will increase when the game starts. Then, the total number of previous games will be subtracted from the current total number, of course the latter is larger than the former. The total number of previous games is the total number of games retrieved when the increase rate was last calculated. After that, the difference between the total number of times the game is currently played and the total number of times the previous game has been played, multiplied by the reward point score that determines the pay-out of the progressive game, and a reward point is increased Product number.
Then, the time from the last calculation of the increase rate is determined by subtracting the time read from the previous calculation from the current time. This elapsed time is converted into centiseconds (millisecond) and divided by the number of multiplied reward points. This gives a current rate of increase.
In another specific embodiment, a client computer can store the time it takes for a player to reach a high score or other related goals. Next, after reconnecting to the host server, information including this time can be transmitted to the server. This time can be used with a table on the host server that has progressive scores for different times and dates. For example, as the start time specified by the progressive score continues, the number of awarded progressive scores also continues to increase.
Further information includes information from the host server that can be retrieved from the host server before the start of the game, or to prevent the progressive score from exceeding a predetermined number any time. Alternatively, this information can be stored and used by the host server. These features help prevent fraud.
As an option, the game can be played in a race-type manner. In the game of competition, each user can play against each other. To be fair, the characteristics of the game you play can remain the same. For example, in a card game, an electronic virtual game deck can be utilized to deliver the same results for each player's game. In order to improve the competition game, the highest score of the competition player can be tracked for a considerable period of time to achieve the purpose of issuing a special reward total or part of the highest score. For more information on competition games, refer to U.S. Patent No. 5,292,127 to Kelly et al. For a complete description.
FIG. 11A illustrates the manner in which the present invention determines payment for participation in an online game competition. As shown in the figure, homework 1150 first provides several online game devices so that the game can be played by several players in a competition. Such gaming devices allow game points to be exchanged for playing games, or rely on advertisers or similar funding providers.
After the competition game is completed, homework 1152 will receive an indication of the result of at least one game played by each player, that is, a score. The result can be delivered to the player manually or automatically. Based on the results of all players' games added up, assignment 1154 determines the number of reward points or the total number of rewards. It should be noted that the game device already has the ability to convert both game results and appropriate reward points or rewards. This ability is necessary for games played in non-competitive games.
Then, the first part of the total reward points or total rewards will be divided to pay for participating in the competition, and the second part of the total reward points or total rewards will be issued to one or Multiple winning players. See assignments 1156 and 1158. Alternatively, the first predetermined part of the second part may be allocated to the first winner, the second predetermined part of the second part may be allocated to the second winner, and so on.
In a specific embodiment, at least one winning player may appear in a form available on a web site. Such a form can be updated when the results of at least one game played by another player are received. This process can continue until all results are received. As an option, whenever the form is updated, a notification will be sent to at least one player. This notification, ie email, can only be given to those players whose winning results will be affected, or anyone else who wishes.
In a specific embodiment, the reward points or rewards may be determined by the sum of the game results received by each player. The sum can be divided by the total number of games played by each player. Such a process will obtain the average result value of each game for each player. The total number of bonus points or rewards can be determined based on the sum of the player averages. To increase motivation, each player can be awarded a fixed number of bonus points or rewards, regardless of the outcome of the game.
Note that the game experience of each player can be set to the same. In addition, the online game system can modify the experience for each game. In the example of a tfivia game, an online game system can track when a trivia game is played. Thereafter, each successive time that the trivia game is played provides a different question. The actual operation is a question that players in all competitions can give to the same group to see if this is their first, second or third participation. These questions can be reverted to the first set of questions after the database questions have been asked.
FIG. 12 illustrates the steps of the reward redemption procedure of operation 614 in FIG. 6 according to the present invention. To accomplish this, the reward database server is used to display at least one reward redemption interface page in operation 1200 to allow redemption of reward points. Alternatively, the user interface of the gaming device may include a link to a rewards redemption interface page of the rewards database server.
Once the rewards redemption interface page, or "shopping mall", is accessed, the user will be asked to register in assignment 602 (see Figure 7) if he or she has not registered in decision 1202. After the user's identity has been checked, selecting a desired reward can be performed in operation 1204. When the reward points happen to be unwanted reward points, the user may choose to replace the specific reward points with the general reward points. When selecting the desired reward, the delivery information can be confirmed in homework 1206. Next, the rewards can be shipped out using any feasible method, and the user's account can be adjusted to reflect the remaining reward points. See assignment 1208. It should be noted that if you just browse the rewards redemption interface page, no user registration is required.
In another different embodiment, the user may choose to have the reward database server automatically deliver a reward equivalent to any given specific reward point. In this case, the rewards database server can use the player's default account settings for shipping. During the delivery process, the user can receive an email to confirm the delivery and when the reward will be delivered. As an option, the user can be back-ordered with an order attached to the product.
In addition to the functions described above, the reward redemption interface page and the reward database server may include a virtual shopping cart function, a checkout function, a shipping address modification module, and the like. If using the virtual shopping cart function, any specific reward points awarded can be stored here immediately. The rewards described on the rewards redemption page can be added or deleted at any desired time. Optionally, the rewards redemption interface page can display advertisements, announcements of special events, statements of denial of laws, etc.
FIG. 13 is a graphical user interface 1300 for a user to play a prize-enabled game according to the present invention. As shown in the figure, the screen 1302 includes a first display 1304, which illustrates the number of points currently left by a user according to the user's identification code. The second display 1306 illustrates the total reward points currently awarded to the user. A third display 1308 is also displayed on the screen 1302. The displayed point is either a point-to-reward point conversion table, a reward list, or a highest score table.
The screen 1302 also has some links, including a select game link 1310 that allows selecting a game to play and a purchase point link 1312 and 1313 that purchase additional game points. After selecting the select game link 1310 or purchase points link 1312, 1313, the user ID and website ID will be sent to the reward database server for the same reasons as previously described. The shopping links 1314, 1316 also provide a reward redemption user interface linked to the reward database server. After choosing the shopping link 1314 or 1316, the website identification code will be transmitted, so that the reward exchange user interface can have specially designed insignias and other "look and feel" features.
With continued reference to FIG. 13, a start button 1318 may be used to execute the currently selected game. A display bar (1320) can be used to display advertisements, information, or other purposes. In addition, the member link 1322 and the auxiliary link 1324 can be used to provide various miscellaneous services. Shown in the picture is the game interface 1326 to be executed. Ideally, the game uses dynamic HTML to design the look and feel.
FIG. 14 illustrates a selective advertisement feedback function of the present invention. This function is used to report the interest in presenting advertisements when using a network system, especially the online game system in the present invention. The system enables system game providers to focus on advertising to a specific user of the network system, and also reports the interest of certain users to a specific advertiser and advertisement.
As shown in FIG. 14, the advertisement feedback system of the present invention stores user records of several users in the network system in operation 1400. After the user has registered to the network system in operation 1402, the sponsor advertisement of the network system is displayed by the user's virtual renderer in operation 1404.
After the user has taken action, the network system sends the user profile to the sponsor. See assignment 1406. The user record can contain many previously collected data. Therefore, this system allows network system providers to strategically pass rich marketing information of network system users out. As an option, the method of transmitting marketing information can be selected by the user himself or it can be a communication mode such as electronic mail or ground mail. This option can take effect at the beginning of login, registration or at any other time. In addition, after the user makes a selection, the user can connect to a website of an advertiser-related network, or click the advertisement. If marketing information is sent by an internet provider, advertisers can be informed of the appropriate information to pass.
Advertisements may be related to rewards offered or games that can be played on an online gaming system. A specific embodiment of such an online game system has a choice. After a user is awarded a reward, the user's profile can be transmitted to the advertiser.
In a specific embodiment, after the advertisement is displayed, the user may take action. One of the options of this specific embodiment is that the user's action may include the user actually selecting the advertisement to be presented. This way, providers have a way to instantly find out what users are interested in a particular ad. With such a specific embodiment, the network system provider can easily transmit the user's interest in the sponsor when the user actually experiences the sponsor's advertisement. This particular embodiment provides a way for network system providers to determine what ads their users are more interested in. With this information, the provider can schedule and choose the time to present the advertisement in a way that optimizes the effectiveness of the advertisement for the users of the network system.
Although many specific embodiments have been described above, it should be understood that these are merely examples and are not limiting. Therefore, the breadth and scope of the preferred embodiment should not be limited to any of the specific embodiment examples described above, but should be defined based on the scope of the following patent applications and their equivalents.
11 sheets
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611 members in 13 offices
Priority claims4
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2 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
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Numbers
- Publication
- 487866
- Publication, DOCDB
- 487866
- Publication, EPODOC
- TW487866B
- Application
- 89123180
- Application, DOCDB
- 89123180
- Application, EPODOC
- TW20000123180
Titles4
- English
- Profile-driven network gaming and prize redemption system
- Chinese
- 簡介驅動網路遊戲及獎賞兌換系統
- Unlabeled
- 簡介驅動網路遊戲及獎賞兌換系統
- Unlabeled
- Introduction to Drive Online Games and Reward Exchange Systems
Classification
- CPC, 14
- G07F17/32
- A63F2300/208
- G06Q20/04
- G06Q30/02
- G06Q30/0212
- G06Q30/0225
- G06Q30/0242
- G06Q30/0252
- G07F17/3239
- G07F17/3244
- G07F17/3248
- G07F17/3262
- G07F17/3272
- G07F17/3276
- IPC, 4
- A63F3 08
- G06Q20 00
- G06Q30 00
- G07F17 32