Method of conducting an interactive competition
Claim Score by NHIP
Abstract
An interaction competition provides an entertaining enjoyable environment for a player to compete against a celebrity in a head-to-head trivia game. The questions may be associated with the celebrity rather than random general information or general trivia. The celebrity can participate via prerecorded audio media, prerecorded audio-visual media, or in a live real-time format. A goal of the competition is for a player to gain more points than the celebrity. Another goal of the competition is for the player to answer more questions correctly than the celebrity. At least one or more game episodes can be provided on computer-readable media. A game episode may be implemented with a product featuring a celebrity. The competition can be provided in many different gaming environments. The competition can be provided online via a web-based format; a television game show format; telephone call-in radio talk show format; or a cellular phone game format.

Term
Term ended
Projected expiry passed 22 August 2022, 4.1 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
45 claims: 4 independent, 41 dependent
- 1A method of conducting an interactive competition between a celebrity and a player, comprising the steps of:presenting a question having a plurality of answer options including at least one correct answer option and at least one incorrect answer option, the question having trivia information being associated with the celebrity;receiving an answer option from the player;presenting an answer option made by the celebrity;and repeating the presenting step, the receiving step, and the step of presenting an answer option made by the celebrity for multiple questions.
- 20A method of conducting an electronic game competition between a celebrity participating against a player, comprising the steps of:presenting a quiz question having at least a correct answer and at least an incorrect answer;receiving an answer choice input from the player;providing an answer preselected by the celebrity;updating at least one of a player score for the player and a celebrity score for the celebrity based on answering the quiz question with the correct answer;and repeating the presenting step, the receiving step, the providing step, and the updating step for a multiplicity of quiz questions.
- 29Broadest claimClaim Score 77, broad(NHIP)A computer-readable medium having computer-executable components, comprising:a game host component configured for presenting prerecorded audio data including a plurality of trivia questions;a celebrity component configured for presenting preselected celebrity answers to the trivia questions;and a user interface component configured for receiving a player answers to the trivia questions.
- 37A method of conducting a real-time gaming competition between a celebrity and a non-celebrity, comprising the steps of:presenting a linking discussion for a question;presenting said question having a plurality of answer options including at least one correct answer option and at least one incorrect answer option, the question having trivia information being associated with the celebrity;receiving a first answer option from the non-celebrity;receiving a second answer option from the celebrity;and repeating the presenting steps, and the receiving steps for at least three sequential questions.
Independent claims4
88 paragraphs in 4 sections, as filed
Field of the Invention
P-0001[0001] Aspects of the present invention are directed generally to an apparatus and method for conducting a competition. More particularly, aspects of the present invention relates to an interactive competition wherein a player competes against a celebrity.
BACKGROUND OF THE INVENTION
P-0002[0002] Consumers in the modern culture have a general fascination with public figures or celebrities. Celebrity can be related to professional and amateur sports, entertainment, business, media, or politics to name a few areas. In this modem culture, celebrity gossip and news programs are promoted to the public in print media, radio media, television media and on-line media. In the past years, game shows have been produced for television programs in which a celebrity plays for a charity or some other organization. In many television game shows, the celebrity is asked to answer garden-variety trivia related to general subject matter. While providing an entertainment outlet for a fan to watch the celebrity play such a game show, the fan has no interaction with the celebrity. Eventually, the fan may lose interest in the show by just merely watching a static game show with no interaction.
P-0003[0003] Numerous consumers use the computer networks, for many purposes including to purchase products online, locate special events, read news stories, pay bills and play games. Online gaming is also provided over computer networks, such as the World Wide Web. Gaming web sites provide players with numerous types of computer games. In the online environment, entertainment web sites that focus and celebrity news and gossip are popular in terms of use. Some of these web sites are have subjects about celebrities, shows, or movies. In these sites and others, a devotee of the subject might be invited to take a quiz about that subject. While these sites might test the devotee's knowledge, the quizzes do not provide the experience of playing against a celebrity about the questions. Moreover, the sites with such quizzes, do not provide interactive gaming against the celebrity either in-person or in a virtual environment.
SUMMARY OF THE INVENTION
P-0004[0004] The present invention provides an entertaining an interactive competition wherein a player competes against a celebrity.
P-0005[0005] Aspects of the invention provide a method and a system of conducting a competition in which a player can compete against a celebrity in a head-to-head trivia game. In one aspect, the subject matter of quiz questions is associated with the celebrity rather than unrelated sources or general trivia. In another aspect, a player competes against a celebrity in a number of question formats including a multiple-choice quiz question environment. In another aspects, the celebrity may participate against the player via prerecorded media to form an asymmetrical competition. In one aspect, the celebrity may participate against the player in a real-time format. In yet another aspect, the competition provides an entertaining enjoyable environment for a player to compete against a celebrity. In another aspect, an aim of the competition includes the player to outscore or outperform an opponent, such as the celebrity, by obtaining more points at the end of the competition. Another aim of the competition is for the player to answer more questions correctly than a celebrity thereby to win a prize. In these aspects, a player can have a fun experience of playing against a celebrity in an interactive gaming environment.
P-0006[0006] In other aspects of the invention, the competition can be provided in many different environments, for example, including but not limited to a computing environment including an online environment, a web-based environment, or general computing environment; a television environment in a game show format; a radio environment in a radio talk show format; or a wireless communications environment in a cellular phone game format.
P-0007[0007] In other aspects of the invention a computer readable medium includes a game host component that presents prerecorded media data which has quiz questions with trivia information associated with a celebrity. A celebrity component provides preselected answers to the quiz questions. A user interface receives a player an answer to the quiz questions answered by the celebrity component. The scores of a player and the celebrity component are tracked and updated based on the answers to the quiz questions.
P-0008[0008] The above and other aspects, features and advantages of the present invention will be readily apparent and fully understood from the following detailed description of preferred embodiments, taken in connection with the appended drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
P-0009[0009] The foregoing summary of the invention, as well as the following detailed description of preferred embodiments, is better understood when read in conjunction with the accompanying drawings, which are included by way of example, and not by way of limitation with regard to the claimed invention.
P-0010[0010]FIG. 1 is a schematic diagram of a general-purpose digital computing environment that can be used to implement various aspects of the invention.
P-0011[0011]FIG. 2 is a schematic diagram of a system that can be used to implement various aspects of the invention.
P-0012[0012]FIG. 3 is a flow diagram of an interactive competition in accordance with the present invention.
P-0013[0013]FIG. 4 is a schematic representation of an opening presentation environment.
P-0014[0014]FIG. 5 is a schematic representation of registration display environment.
P-0015[0015]FIG. 6 is a schematic representation of a celebrity display environment.
P-0016[0016]FIG. 7 is a schematic representation of a first competition display environment.
P-0017[0017]FIG. 8 is a schematic representation of a second competition display environment.
P-0018[0018]FIG. 9 is a schematic representation of a rating display environment.
P-0019[0019]FIG. 10 is a schematic representation of a general-purpose wireless communications environment that can used to implement various aspects of the invention.
DETAILED DESCRIPTION
P-0020[0020] The following description is divided into sub-sections to assist the reader. The subsections include: Terms; Overview; General Purpose Computer; Gaming System; Game Flow; Representative Display Environment; Selecting a Celebrity; Preprocessing for a Game Episode; Cellular Phone Environment; Real-Time Game Show Environment, and a Summarization of the Interactive Competition.
P-0021[0021] Terms
P-0022[0022] As used herein, the term “celebrity” is defined as a person that has come into the community attention by way of notoriety or general fame of previous activities. A “celebrity” can be associated with industries including but not limited to professional and amateur sports, entertainment, music, motion picture, business, print and electronic media, politics, and the like.
P-0023[0023] As used herein, the phrase “directly associated” when used in reference to a celebrity, is defined as a topic area which is related to the achievements, work, life, possessions, or career of the celebrity. For example, a “directly associated’ question to a musical celebrity may be a question about one their songs a being best seller, such as “what month did your latest album reach the Billboard <b>200</b>?” In another example, a “directly associated” question to an actor may be, “how many acting awards have they won?”
P-0024[0024] As used herein, the phrase “indirectly associated” when used in reference to a celebrity, is defined as a topic area having a related link to another topic that is directly associated with the celebrity. For example, an “indirectly associated” question to a musical celebrity may be a question about other musical artists in the celebrity's musical category. For example, a country singer, such as Garth Brooks, may be “which other singer's album did Garth's latest album beat for the number one position of the most played album?”
P-0025[0025] As used herein, the phrase “associated with” when used in reference to a celebrity, includes topics that are “directly associated” or “indirectly associated” to the celebrity.
P-0026[0026] As used herein, a “linking discussion” when used in reference to a celebrity, is defined as a discussion that relates the celebrity to an associated question. For example, a linking discussion regarding about the latest album title and a release date of Garth Brooks can be for the indirectly associated question ‘which other singer’s album did Garth's latest album beat for the number one position of the most played album?”
P-0027[0027] Overview
P-0028[0028] As an overview in FIGS. <b>1</b>-<b>10</b>, aspects of the present invention provide an entertaining enjoyable environment in which a player competes against a celebrity in a head-to-head trivia game. In one aspect, the subject matter of the quiz questions is associated with the celebrity. In certain aspects, the celebrity can participate via prerecorded audio media, prerecorded audio-visual media, or in a live real-time format. A goal of the competition is for a player to gain more points than the celebrity. This can be accomplished by providing a scoring algorithm to keep a running total between the celebrity and player of points awarded based on selecting a correct answer. Another goal of the competition is for the player to answer more questions correctly than the celebrity. In both goals, the player can win to prize or a designation of as a “true fan” of the celebrity.
P-0029[0029] General Purpose Computer
P-0030[0030]FIG. 1 illustrates a schematic diagram of an exemplary conventional general-purpose digital computing environment that can be used to implement various aspects of the present invention. In FIG. 1, a computer <b>100</b> includes a processing unit <b>110</b>, a system memory <b>120</b>, and a system bus <b>130</b> that couples various system components including the system memory to the processing unit <b>110</b>. The system bus <b>130</b> may be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. The system memory <b>120</b> includes read only memory (ROM) <b>140</b> and random access memory (RAM) <b>150</b>.
P-0031[0031] A basic input/output system <b>160</b> (BIOS), containing the basic routines that help to transfer information between elements within the computer <b>100</b>, such as during startup, is stored in the ROM <b>140</b>. The computer <b>100</b> also includes a hard disk drive <b>170</b> for reading from and writing to a hard disk (not shown), a magnetic disk drive <b>180</b> for reading from or writing to a removable magnetic disk <b>190</b>, and an optical disk drive <b>191</b> for reading from or writing to a removable optical disk <b>192</b> such as a CD ROM or other optical media. The hard disk drive <b>170</b>, magnetic disk drive <b>180</b>, and optical disk drive <b>191</b> are connected to the system bus <b>130</b> by a hard disk drive interface <b>192</b>, a magnetic disk drive interface <b>193</b>, and an optical disk drive interface <b>194</b>, respectively. The drives and their associated computer-readable media provide nonvolatile storage of computer readable instructions, data structures, program modules and other data for the personal computer <b>100</b>. It will be appreciated by those skilled in the art that other types of computer readable media that can store data that is accessible by a computer, such as magnetic cassettes, flash memory cards, digital video disks, Bernoulli cartridges, random access memories (RAMs), read only memories (ROMs), and the like, may also be used in the example operating environment.
P-0032[0032] A number of program modules can be stored on the hard disk drive <b>170</b>, magnetic disk <b>190</b>, optical disk <b>192</b>, ROM <b>140</b> or RAM <b>150</b>, including an operating system <b>195</b>, one or more application programs <b>196</b>, other program modules <b>197</b>, and program data <b>198</b>. A user can enter commands and information into the computer <b>100</b> through input devices such as a keyboard <b>101</b> and pointing device <b>102</b>, such as a mouse or stylus. Other input devices (not shown) may include a microphone, joystick, trackball, game pad, satellite dish, scanner or the like. These and other input devices are often connected to the processing unit <b>110</b> through a serial port interface <b>106</b> that is coupled to the system bus, but may be connected by other interfaces, such as a parallel port, game port or a universal serial bus (USB). Further still, these devices may be coupled directly to the system bus <b>130</b> via an appropriate interface (not shown). A monitor <b>107</b> or other type of display device is also connected to the system bus <b>130</b> via an interface, such as a video adapter <b>108</b>. In addition to the monitor, personal computers typically include other peripheral output devices (not shown), such as speakers and printers.
P-0033[0033] The computer <b>100</b> can operate in a networked environment using logical connections to one or more remote computers, such as a remote computer <b>109</b>. The remote computer <b>109</b> can be a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer <b>100</b>, although only a memory storage device <b>111</b> has been illustrated in FIG. 1. The logical connections depicted in FIG. 1 include a local area network (LAN) <b>112</b> and a wide area network (WAN) <b>113</b>. Such networking environments are commonplace in offices, enterprise-wide computer networks, intranets and the Internet.
P-0034[0034] When used in a LAN networking environment, the computer <b>100</b> is connected to the local network <b>112</b> through a network interface or adapter <b>114</b>. When used in a WAN networking environment, the personal computer <b>100</b> typically includes a modem <b>115</b> or other means for establishing a communications over the wide area network <b>113</b>, such as the Internet. The modem <b>115</b>, which may be internal or external, is connected to the system bus <b>130</b> via the serial port interface <b>106</b>. In a networked environment, program modules depicted relative to the personal computer <b>100</b>, or portions thereof, may be stored in the remote memory storage device.
P-0035[0035] It will be appreciated that the network connections shown are exemplary and other techniques for establishing a communications link between the computers can be used. The existence of any of various well-known protocols such as TCP/IP, Ethernet, FTP, HTTP and the like is presumed, and the system can be operated in a client-server configuration to permit a user to retrieve web pages from a web-based server. Any of various conventional web browsers can be used to display and manipulate data on web pages.
P-0036[0036] Although the FIG. 1 environment shows an exemplary conventional general-purpose digital environment, it will be understood that other computing environments may also be used. For example, one or more embodiments of the present invention may use an environment having fewer than all of the various aspects shown in FIG. 1 and described above, and these aspects may appear in various combinations and subcombinations that will be apparent to one of ordinary skill.
P-0037[0037] Gaming System
P-0038[0038]FIG. 2 schematically illustrates one arrangement of a gaming system <b>10</b> for providing a competition that can be implemented in accordance with various aspects of the present invention. In one aspect, the competition may be conducted in an online environment, such as a web-based game. In FIG. 2, a challenger <b>15</b> has a user computer <b>20</b> with Internet access that is operatively coupled to the web server <b>30</b>. User computer <b>20</b> and web server <b>30</b> implement various aspects of the computer <b>100</b> shown in FIG. 1 which will be apparent in the detailed description. For example, user computer <b>20</b> may be in the form of a personal computer, a tablet personal computer or a personal digital assistant (PDA). Tablet PCs interprets marks made using a stylus in order to manipulate data, enter text, and execute conventional computer application tasks such as spreadsheets, word processing programs, and the like.
P-0039[0039] User computer <b>20</b> is configured with an application program that communicates with web server <b>30</b>. This application program can include a conventional browser or browser-like programs. In one arrangement, the competition is presented and managed by web server <b>30</b> for presentation to the challenger <b>15</b> on user computer <b>20</b>. In an aspect of the invention, challenger <b>15</b> with user computer <b>20</b> plays an interactive question/answer competition against a celebrity. In one aspect, the subject matter of the questions/answers is associated with the celebrity during the competition. Advantageously, a goal of the competition is that a challenger can demonstrate their knowledge about of the celebrity. This can be accomplished by showing that the challenger <b>15</b> knows more than the celebrity about the particular subjects associated with the celebrity.
P-0040[0040] Referring to FIG. 2, web server <b>30</b> communicates with a game server <b>40</b>. Game server <b>40</b> may implement various aspects of computer <b>100</b> shown in FIG. 1. Game server <b>40</b> may include an application program for presenting and conducting the competition. In one arrangement, the application program may include a FLASHPLAYER® by Macromedia, Inc. Nevertheless, other application programs may be used for the competition, such as JAVA™. In one arrangement, game server <b>40</b> may include at least one or more program modules that provide a plurality of audio files embodying sound clips of the voice of a celebrity. In an alternative arrangement, game server <b>40</b> may also include at least one or more program modules which provide a plurality of multimedia files of the celebrity so that a challenger <b>15</b> can see and hear the celebrity on user computer <b>20</b>. The audio files and multimedia files are encoded in computer readable format on a computer usable storage medium, such as a floppy drive, optical disk, magnetic hardware drive, programmable memory, or any other device that stores digital data for processing as shown in FIG. 1. This facilitates the data to be transmitted via network streaming or other network protocol to the user computer <b>20</b>. The audio files and multimedia files can be embodied in any appropriate digital encoded format for using in computing environments.
P-0041[0041] Gaming Flow
P-0042[0042]FIG. 3 illustrates a process for conducting a competition with aspects of the present invention. It is to be understood that a game episode shown in reference to FIG. 3 can be presented in alternative formats including (a) an audio format; (b) a video format; or (c) a combination of both an audio format and a video format. For example, the audio format may be used for a call-in radio show, or an interactive voice response system over a telephony connection. The video format may be used for devices that have a visual display without audio or to enable a user to temporarily disconnect audio. These features also enable a deaf individual to experience the competition visually. The combined audio and video provides an enhanced gaming experience for the challenger in an electronic gaming environment.
P-0043[0043] While a computer-based competition is described, it should be appreciated that the challenger component and the celebrity component of the competition can be implemented in a live TV game show format as well. This arrangement is further described in the section entitled “Real-Time Game Show Environment”. In one arrangement, an celebrity component on the competition may be a virtual format created by a game episode including prerecorded audio of the voice of the celebrity with or without multimedia images as provided by game server <b>40</b> as shown in FIG. 2. This virtual format forms an asymmetrical feature of the competition between the celebrity and the challenger. The challenger plays in real-time and the celebrity plays in non-real-time. The challenger responds to the same questions previously answered by the celebrity and the challenger receives real-time feedback about the celebrity answers and the challenger answers. This facilitates a virtual immersive environment for the interactive competition.
P-0044[0044] In a web-based competition, the description is generally based on a competition in which a challenger may access a web site. Referring to FIG. 3, in step <b>200</b>, the game episode is launched by challenger <b>15</b> with user computer <b>20</b> (as shown in FIG. 2). Accordingly, the game episode is presented on a web page in which the challenger simply “clicks” on an icon or web-link to launch the desired game episode. Generally, web server <b>30</b> transmits the game episode to the user computer <b>20</b>. A presentation environment on the user computer <b>20</b> is opened so that the game episode can be viewed and interacted on the user computer <b>20</b>. In step <b>202</b>, once the game episode is loaded, an opening game segment is presented both audibly and visually to the challenger <b>15</b>. In this step, the challenger <b>15</b> is introduced to the game episode and provided with general information on the goal of the competition and information about the guest celebrity on topics directly associated with the celebrity.
P-0045[0045] Optionally, in step <b>204</b>, a challenger may register in the particular game episode. In one aspect of the process, the challenger <b>15</b> may enter a desirable user name within a predetermined time interval. The user name is implemented to associate the challenger scores and interactive questions against the celebrity in the game episode. The time interval is provided so that the game episode can proceed, if a user name is not provided such would be the case, for example, if the challenger <b>15</b> chooses not to provide his or hers name. Accordingly, in step <b>206</b>, if the time interval has expired, then the game episode proceeds to step <b>208</b>. In step <b>208</b>, a randomly selected user name is assigned to the challenger. However, if a user name is provided before the expiration of the time interval, the game flow proceeds to step <b>210</b> with the specifically entered user name. In one aspect of the process, in step <b>210</b>, an opening introduction is presented to the challenger. This feature facilitates a virtual immersive gaming environment for the challenger.
P-0046[0046] In continuing the game flow, in step <b>212</b>, a celebrity introduction is provided to the challenger. The celebrity introduction further provides a virtual immersive game environment. In one arrangement of the celebrity introduction, a game host component interviews the celebrity about the projects of celebrity in a simulated format of a talk show type presentation. Alternatively, the celebrity introduction can be used for promotion of the celebrity. For example, a movie segment of the celebrity may be streamed to the user computer <b>20</b> automatically or upon selection of the challenger <b>15</b>. This feature is more filly described with reference to FIG. 6. During the introduction, the game host provides a lead into the next phrase of the competition—the question/answer portion. It should be understood that the game host could be a human when the competition is provided a live game show format.
P-0047[0047] In one aspect, the game host audibly provides a linking discussion for a question associated with the celebrity. The linking discussion facilitates the introduction of the question to the challenger and the celebrity so they know the subject area of the question. Accordingly, in step <b>214</b>, game server <b>40</b> provides to the challenger <b>15</b>, a quiz question having subject matter associated with the celebrity. In one aspect, the question may be indirectly associated with the celebrity to provide a measure of spirited competition so that the challenger has higher probability of answering the question correctly than the celebrity. According to an aspect, a quiz question can have many different arrangements or format types for a game episode. In one arrangement, a quiz question may have a multiplicity of answer-choices; for example, four answer-choices may be presented to the challenger <b>15</b>. At least one of the answer-choices is correct and at least one of the other answer choices is incorrect for the quiz question. In an alternative arrangement, several answer-choices may be correct for the question, such as two or three out of four answer choices may be correct. In yet another arrangement, the answer choices may be in a true-false or a yes/no format. Alternatively, the challenger may enter the answer without having answer choices presented to them. In this manner, these alternative arrangements provide a challenger with a variety of question types to enhance the gaming experience. Nevertheless, the quiz question and the answer-choices may be presented in audio form in which the game host states the quiz question and the answer-choices. Likewise, a visual representation of the quiz question and answer-choices can be displayed to the challenger in the competition environment.
P-0048[0048] The game flow may to proceed to step <b>216</b>, whereby the challenger <b>15</b> may provide an answer to the quiz question using a variety of input techniques. In one arrangement, the challenger may click on a user-selectable icon or HTML-link to select a desired answer. Accordingly, game server <b>40</b> may receive the challenger's selection via the web server <b>30</b>. In other arrangements, the challenger <b>15</b> may use input devices shown in FIG. 1 as such a keyboard <b>101</b> and pointing device <b>102</b>. Other input devices (not shown) may include a microphone, joystick, trackball, game pad, digitizing tablet, stylus, and the like.
P-0049[0049] Continuing in the game flow, in step <b>218</b>, a preselected answer by the celebrity is presented to the challenger. The preselected answer can be presented to the challenger audibly, visually, or in both ways. During the presentation of the preselected answer, simulated background sounds can be generated to enhance the virtual immersive environment of the competition. For instances, the background sounds may include simulated audience applause, clapping, cheering, booing etc. These types of sounds are typically of live audience events, such as TV talk shows or TV game shows. The simulated background sounds may be provided at this stage in the game flow or at any other stage in the game flow. In a further aspect, prerecorded data of the celebrity can be played with or without simulated background sounds. In another aspect, the game host may provide some jovial commentary during the presentation of the preselected answer. By way of example, if the challenger answer and the celebrity answer are the same answer-choice for the quiz question, the game host may provide a statement, such as “challenger is going with the celebrity on this one” or “sticking with the celebrity of this question,” etc. These features further provide a virtual immersive environment for the challenger to provide the physiological feeling as if he or she is competing on a game show.
P-0050[0050] In step <b>220</b>, the correct answer among the possible answers for the quiz question is presented to the challenger. In accordance with an aspect of the invention, the correct answer-choice can be presented audibly by the game host or visually, or in both ways. Next the game flow proceeds to step <b>222</b>, whereby the challenger's answer and celebrity's preselected answer are compared to the correct answer of the question. In this comparison step, the game host provides audible commentary to make the environment feel more realistic to the challenger.
P-0051[0051] In step <b>224</b>, scores are updated for the challenger and the celebrity based on the respective answers to the question. In one arrangement, a scoring algorithm maintains a running total of the scores obtained by the challenger and the celebrity during a game episode. For instances, scores can be assigned by correctly answering the quiz question such that a selection of the correct answer causes the scoring algorithm to update the score for the challenger and the celebrity, respectively. In one case, each quiz question may have equal points to be the awarded to the challenger and the celebrity. For example, the challenger and the celebrity may each earn one-hundred points for each correct answer-choice. In one aspect, if the challenger answered a quiz question correctly while the celebrity answered incorrectly, the challenger can earn one-hundred points for that correct answer-choice and an additional one-hundred point bonus (i.e. two-hundred points). Alternatively, the score may be a related to a level of difficulty for a quiz question. In yet another aspect, points can be weighted in accordance with the level of difficulty of each question.
P-0052[0052] Optionally, the challenger's answer should be entered within a predetermined time interval, if an answer is not provided, the game episode proceeds to the next quiz question. This causes the challenger to not receive an opportunity to increase their score. Nevertheless, it should be appreciated that the challenger score is generally not decremented due to the elapsed time to make an answer to the question.
P-0053[0053] In step <b>226</b>, a celebrity message may be audibly or visually provided to the challenger. This message may contain subject matter based on the outcome of the selected answers. In one aspect, the outcome of a question has at least four states—(a) the celebrity can win; (b) the challenger can win; (c) the celebrity and the challenger can both answer incorrectly; and (d) the celebrity and the challenger can both answer correctly. For instances, if the celebrity “won” the quiz question, meaning the celebrity answered correctly and the challenger answer incorrectly, the celebrity message may include a bantering phrase intended for good humor towards the challenger about getting the quiz question wrong. Such bantering phrases may include “better luck next time,” “watch and learn,” or “you need to be your toes, next time.” Alternatively, if the challenger “won” the quiz question, i.e. the challenger answered the correctly and the celebrity answered incorrectly, the celebrity message may includes a congratulatory phrase, such as “good answer,” “you know your trivia,” “you know me better than 1 know myself,” etc. In yet another alternative, if the celebrity and the challenger both answered the incorrectly, the celebrity message may have a consoling phrase for the challenger, such as “sorry, about that answer,” etc. In another alternative, if the both the celebrity and the challenger answered correctly, the celebrity message may have a phrase, such as “stick with me,” or “we both got the question right,” etc. There are many variations of the types of celebrity messages based on teachings of the present invention. These features further provide a fun interactive gameplay for the challenger.
P-0054[0054] In step <b>228</b>, a counter may be incremented once during a question answer cycle. In step <b>230</b>, the counter can be used to indicate another question-answer cycle for the game episode. Accordingly, the game episode may proceed with another quiz question having other possible answer-choices. The game flow proceeds to step <b>231</b>, whereby the order of steps <b>216</b> and <b>218</b> are switched so that challenger <b>15</b> and the celebrity can alternate on who answers the next quiz question first. This alternating feature facilitates an immersive environment by providing a feeling of a spirited competition. If the celebrity was to answer all the questions before the challenger, they could always select the same answer of the celebrity. Continuing the game flow, steps <b>214</b>-<b>230</b> are repeated for a question-answer cycle.
P-0055[0055] In one arrangement, a predetermined number of quiz questions, such as three to seven different quiz questions associated with the celebrity, might be sequentially played during a game episode. It should be understood that more than seven questions may be played during a game episode. In one aspect of the invention, the quiz questions for the game episode can be randomly selected from a larger set of quiz questions associated with the celebrity. For example, for each game episode, four to seven questions may be randomly selected from a set of one-hundred questions. In this way, each game episode for a particular celebrity may have a different configuration of quiz question subject matter and/or different types of quiz question formats. Further, the aspect can improve the gaming excitement of playing against the celebrity because each game episode is new to the challenger.
P-0056[0056] After the predetermined numbers questions have been presented, in step <b>232</b>, a winner of the competition is determined based on the running total of the scores. The respective score values between the challenger and celebrity are compared. If the challenger score value is greater then the celebrity score value, then the challenger is deemed to have won the competition. If the challenger score value is lower than the celebrity score value, then the challenger has not won the competition. The challenger, however, has an added benefit of being educated more about the celebrity by completing the competition. Further, the challenger generally benefits from an enjoyable interaction of the competition with the celebrity.
P-0057[0057] In step <b>234</b>, a final celebrity message is provided to the challenger. In this step, the celebrity message generally closes the competition based on the final score. The message may have comments about how they enjoyed the competition, etc. Further, the game host may provide other comments for the challenger.
P-0058[0058] In an alternative arrangement, the competition may proceed into one or more additional rounds. In at least one of the rounds, the challenger is given a predetermined time interval to answer a series of questions associated with the celebrity. Then the scores are updated for the challenger <b>15</b> and the celebrity on the basis of the number of questions answered correctly. In one aspect, the challenger <b>15</b> and the celebrity are sequentially presented with questions in the form of incomplete sentences. Two answer-choices are presented, one of which will correctly complete the incomplete sentence. The incomplete sentences and answer-choices have subject matter initially associated with the celebrity. The middle questions become indirectly associated with the celebrity. As the questions count down, the answers-choices eventually connect to another topic that is associated with the celebrity by the sequential linking of the question answers. Then score values are assigned for each correct answer-choice, such as one-hundred points are awarded to the challenger and celebrity, respectively. If the challenger finishes the questions before the time period expires, the challenger will earn bonus points. For example, for every second remaining on the time clock, the challenger may earn ten additional points. There is no penalty for allowing the clock to run out; therefore the challenger will keep the points he or she earned for selecting the correct answer-choices.
P-0059[0059] With reference to FIG. 2, in one aspect of the gaming process, when a round of the competition is completed, the challenger <b>15</b> may be given the option to report their score so as to determine how they rate against other players. The challenger is generally prompted to sign into a rating system <b>50</b> with a rating board. The rating system <b>50</b> may communicate with the game server <b>40</b>. After the challenger has signed in, a confirmation that the score has been uploaded may be provided to the challenger <b>15</b>.
P-0060[0060] In an alternative aspect, multiple challengers may play multiple game episodes at the same time in which the game episodes have the same celebrity. This aspect provides a multiplayer competition in which a group of challengers can test their knowledge against each other and the celebrity the game episode at the same time. A winner may be determined based on the number of point earned by outscoring the celebrity and the other challengers. In such a case, the rating system <b>50</b> may include a leaderboard that tracks scores during the rounds.
P-0061[0061] Representative Display Environments
P-0062[0062] FIGS. <b>4</b>-<b>9</b> illustrate various representative multimedia display environments that may be used in a computer-based competition as carried out with reference to FIG. 3. It is understood that a virtual immersive environment may be created with animations of graphical objects in the multimedia environments described herein. By way of example, FIG. 4 illustrates an opening presentation environment <b>300</b> of a web-based competition. The presentation environment <b>300</b> can have title region <b>302</b> of the web-based competition, such as a game called OUTSMART™. In one aspect, a non-game region <b>304</b> may be provided in the opening presentation environment <b>300</b>. The non-game region <b>304</b> may be generally provided on the lower portion of the environment and can be used for desirable purposes. In one arrangement, non-game region <b>304</b> facilitates for sponsorship of the game episode and a way for business establishments to reach users of the competition. Alternatively, non-game region <b>304</b> may be used for promoting the celebrity and/or current projects of the celebrity. In one aspect, non-game region <b>304</b> may be a click-through type that links to a web page.
P-0063[0063] By way of example, in FIG. 5, a presentation environment <b>310</b> may request the challenger enter a name into user selectable box <b>312</b>. For example, such a name may be entered with a desirable input device, such as a keyboard <b>101</b>. Similarly as the opening presentation environment <b>300</b>, a non-game region <b>314</b> may be generally provided on the lower portion of the environment <b>310</b>.
P-0064[0064] By way of example, in FIG. 6, a presentation environment <b>320</b> for introducing a celebrity for a game episode may include an image region <b>322</b> for the celebrity. The image region <b>322</b> may include a digital image of the celebrity or a series of multimedia images may be the streamed and presented into region <b>322</b>. For instances, the multimedia images could be a movie clip or motion picture segment featuring the celebrity. This aspect provides for an enhanced gaming experience for the challenger. In the example of FIG. 6, an Olympic speed skater and gold medal winner Dan Jansen is the celebrity. A name region <b>324</b> is also provided for displaying the name of the celebrity. Similarly as the opening presentation environment <b>300</b>, non-game region <b>326</b> may also be provided in the environment <b>320</b> as well.
P-0065[0065] A question/answer environment <b>330</b> is schematically shown in FIG. 7. Purely by way of example without limitation of the invention, in FIG. 7, an upper portion of the question/answer environment <b>330</b> includes a question region <b>332</b> and answer region <b>334</b> having four possible answer-choices <b>336</b>, <b>337</b>, <b>338</b>, <b>339</b> below the question region <b>332</b>. Each answer-choice may have a user-selectable portion for the challenger to select thereon. The user-selectable portion also provides a feature for facilitating visually distinguishing between the selected answer of the challenger and that of the celebrity. This feature can be accomplished in a variety of ways including, using different fonts styles or varying the fonts styles; changing the background and foreground color and/or contrast of the answer-choices; and encircling the answer-choices based on the selections. In an alternative arrangement, a graphical representation may be used to indicate each selection. For example, a circle may appear around the number of the answer-choice of the challenger. Likewise, a star may appear over the answer-choice of the celebrity. Nevertheless, in the question/answer environment <b>330</b>, the lower region is divided into a challenger region <b>340</b> and a celebrity region <b>342</b> whereby the scores values are displayed and tracked for the challenger and the celebrity during the competition. In a further aspect, a non-game region <b>344</b> can be provided in the lower region as well.
P-0066[0066] In the example shown in FIG. 7, the celebrity is Dan Jansen, and the question region <b>332</b> includes a quiz question such as “Where did the Olympic flame begin its journey toward Salt Lake City, the site of this year's Winter Olympics?” The answer region <b>334</b> includes answer-choices—“1 Paris, France;” “2 Olympia, Greece;” “3 Athens, Greece;” and “4 Salt Lake City, Utah.” In this case, the example question is indirectly associated with Dan Jansen, because the topic of the question concerns a topic having a related link to another topic that is directly associated with the Dan Jansen. Namely, the topic area of the example question concerns the Winter Olympics in the Year 2002. The related link of the example question is broadly the “Winter Olympics”. The topic that is directly associated with Dan Jansen is that he won an Olympic Gold medal in the men's 1000-meter speed skating event in the Winter Olympics of the Year 1994.
P-0067[0067] By way of example, in FIG. 8, answer environment <b>350</b> has a correct answer region <b>352</b>, a challenger region <b>340</b> and a celebrity region <b>342</b>. If desired, a non-game region <b>344</b> may be displayed as well. In the example concerning Dan Jansen, the correct answer region <b>352</b> includes the answer to the quiz question shown in FIG. 7. The answer is “Olympia, Greece.” It should be recognized that for the correct answer, the challenger <b>15</b> can visually distinguish whether they answered the question correctly and whether the celebrity did also. In this example, both the challenger and Dan Jansen answered correctly. Accordingly, the correct answer region <b>352</b> displays a graphical circle for the challenger and a superimposed graphical star for Dan Jansen's answer. Nevertheless, other variations of visually distinguishing the correct answer are possible using the teachings of the present invention.
P-0068[0068]FIG. 9 is a schematic representation of a rating environment that may be implemented for the present invention. A rating presentation environment <b>360</b> may have a listing region <b>362</b> of previous players of a game episode or several game episodes. The players are ranked as the player with the highest score is ranked first, then lower scores of other player are ranked accordingly. The environment <b>360</b> may have a best score portion <b>364</b>, and average score portion <b>366</b>, and region <b>368</b> for the numbers times the player has been in the competition.
P-0069[0069] It should be appreciated that aspects of a game episode shown in FIG. 3 and multimedia display environments shown in FIGS. <b>4</b>-<b>9</b> may be implemented on a variety of electronic gaming environments. Such electronic gaming environments include but are not limited to a personal computer <b>100</b>; an electronic gaming console (not shown); a web-based system, or online system shown in FIG. 2. It will be appreciated by those skilled in the art that other types of electronic gaming environments could be used to implement aspects of the present invention.
P-0070[0070] In further aspects, computer-readable media provide nonvolatile storage of computer readable instructions embodying at least one or more game episodes. The episodes may be provided in specific game packages or subject area classifications, such as professional and amateur sports, entertainment, music, motion picture, business, print and electronic media, or politics. In such a case, a gallery or listing of game episodes may be provided for each game package. For example, a computer-readable medium may have several game episodes with celebrities from the music industry or from the motion picture industry.
P-0071[0071] In further aspects, a game episode may be implemented with a product featuring a celebrity. For example, a digital video disk or other optical media having a movie featuring a celebrity or celebrities in the movie may have one or more game episodes included therein. In such as case, a challenger can select a celebrity in the movie and play a head-to-head trivia game in a simulated environment. Further, this aspect of providing a game episode with a product featuring the celebrity could be implemented with CD ROM or other optical media, such as songs of the celebrity. These aspects provide a challenger with experiences of the celebrity in different situations and provide the celebrity other avenues of reaching their fans. It will be appreciated by those skilled in the art that other types of computer readable media that can store data that is accessible by a computer may also be used, such as magnetic cassettes, flash memory cards, read only memories (ROMs), and the like.
P-0072[0072] Selecting a Celebrity
P-0073[0073] Various approaches can be used to select a celebrity for the competition. An approach to selecting a celebrity may include a process of determining the popularity of a person. In general, a relatively high popularity can facilitate the selection of a celebrity for a game episode. In one approach, web-based search requests can be used as a proxy for determining the popularity of a person. By way of example, search results on any search engine, such as the MSN® web site, can indicate how many users are interested in finding out more about a particular person. Nevertheless, other approaches that might be used as a proxy for determining the popularity of a person may includes surveys or polling regarding name recognition of a person; the number of fan clubs or sites devoted to a person; the amount of general media coverage of a person; the magnitude of memorabilia available related to a person; the number of downloads of images of a person; or direct voting of who the public wants to play against in a game episode.
P-0074[0074] In an alternative approach to selecting a celebrity, the popularity of a media offering might be used and the persons involved in the media offering could be selected. Such media offering may include but are not limited to sports leagues and teams, television shows, motion pictures, theatrical events, concerts, books, or songs. To determine the popularity of the media offering, the magnitude of web search results requesting information about a media offering could be implemented. Alternatively, the relative magnitude of sales of the media offering could be used; name recognition of the media offering; or media ratings of the offering. Thusly, the popularity of the media offering may be used as the basis of the selecting, rather than the direct popularity of the person himself or herself. This approach can be advantageous, because some challengers may readily recognize the media offering associated with the celebrity, rather than directly recognizing the celebrity alone. One example, a popular movie may generate a lot of interest, but have no individual highly popular person associated with that movie. In this approach, an actor, director, or producer of the movie can be selected based on the popularity of the movie. In another example, a sports team which has won a major championship may be popular, but an individual player of the sports team might not be readily recognized. A professional football team that has won the Superbowl may have may name recognition, but a specific player not be highly popular.
P-0075[0075] Preprocessing for a Game Episode
P-0076[0076] Prior to the competition of a game episode, the voice and/or a video image of the celebrity may be recorded answering a number of questions for a game episode as shown in FIG. 3. In this process, a series of quiz questions may be presented with multiple answer-choices, but the celebrity does not know the correct answer-choice. This aspect can be accomplished by a human game host verbally asking the celebrity quiz questions and corresponding answer-choices during a telephone or an on-camera interview of the celebrity. If desired, other types of questions formats can be used in this process. In furtherance of the processing, the recorded voice and/or the video image of the celebrity is converted or otherwise edited into program modules for a game episode. The celebrity message of step <b>210</b> and step <b>226</b>. As previously discussed, in one aspect, program modules may include audio files and/or multimedia files that are provided by the game server <b>40</b> for presentation to the challenger <b>15</b> (see FIG. 2).
P-0077[0077] Cellular Phone Environment
P-0078[0078]FIG. 10 illustrates a schematic diagram of an exemplary conventional wireless communications environment that can be used to implement various aspects of the present invention. In FIG. 10, a cellular phone device <b>400</b> may include electronic components and application programs including a user interface <b>402</b>, a control circuitry <b>404</b>, a memory <b>406</b>, a receiver <b>408</b>, a transmitter <b>410</b>, and an antenna <b>412</b>. User interface <b>402</b> a portion of the cellular phone device <b>400</b> that provides audio and visual signals to a user. The user interface <b>402</b> is operatively connected to the control circuitry <b>404</b>. The user interface <b>402</b> may optionally include a speaker device <b>416</b>, a microphone device <b>418</b>, a display device <b>420</b>, and a keypad <b>414</b>. The speaker device <b>416</b> provides audible signals to user. The microphone device <b>418</b> receives audio input from the user and converts the signals into the appropriate format for the control circuitry <b>404</b> to use the signals. The display device <b>420</b> provides visual signals to the user in the form of alphanumeric characters, colors or graphical symbols. The display device <b>420</b> may be a device used in wireless communication devices, such as a liquid crystal display. The control circuitry <b>404</b> may include a microprocessor (not shown), and digital signal processor (not shown) for use on wireless networks. Also control circuitry <b>404</b> may include microsoftware and network interface software that facilitates cellular phone <b>400</b> interfacing to a wireless communications network (not shown).
P-0079[0079] The control circuitry <b>404</b> is operatively coupled to receiver <b>408</b>, transmitter <b>410</b>, and memory <b>406</b>. Memory <b>406</b> stores data installed or programmed by the user, including a game episode of the present invention. Memory <b>406</b> may be any programmable type in which nonvolatile storage can be electrically erased and reprogrammed. Possible alternatives include flash memory, flash ROM, RAM with battery backup. The receiver <b>408</b>, transmitter <b>410</b> and antenna <b>412</b> provide the function of facilitating cellular phone <b>400</b> to connect with wireless communications network. The receiver <b>408</b> is operatively coupled to the antenna <b>412</b> for receiving a wireless communication payload, including a game episode. The transmitter <b>410</b> is also operatively coupled to the antenna <b>412</b> for sending a wireless communication payload. It should be understood that a game episode formatted for cellular phone device <b>400</b> may be downloaded to memory <b>404</b> assuming device <b>400</b> has wireless Internet access or other well-known access methods.
P-0080[0080] It is to be understood that the some or all of the aspects of the gaming process illustrated in FIG. 3 may be implemented on the device shown in FIG. 10. In one arrangement, user input to the answers-choices may be performed by entering a number on keypad <b>414</b>. Alternatively, user input may be via voice response or by selecting letters on a keypad <b>414</b>. The audio portion of the game episode can be presented via speaker <b>416</b>. The representative environments shown in FIGS. <b>4</b>-<b>9</b> may be implemented for cellular phone device <b>400</b>. In this manner, players have an alternative format for entertainment and business enterprises have another avenue to reach customers for advertising.
P-0081[0081] Alternatively, a wireline telephone (not shown) or the cellular phone device <b>400</b> can be configured to interface with an Interactive Voice Response System (IVR) to play an audio-driven electronic embodiment of a game episode as described with reference to aspects of FIG. 3. Accordingly, an IVR system may have a device that can recognize and/or discriminate between verbal inputs or Dual Tone Multi-Frequency (DTMF) inputs. The game episode may have prerecorded messages that have a question and a list of answer choices for the caller/challenger to play. The challenger may use a touch-tone keypad or voice inputs to enter the digit or letter indicative with the desired answer choice or choices. It should be understood that other features and aspects as described in the present application may be implemented on a wireless communications device.
P-0082[0082] Real-Time Game Show Environment
P-0083[0083] As discussed in the Game Flow section of the present application, various aspects of the invention can be implemented in a real-time game show format, such as a television show broadcast. In this aspect, a celebrity, and a challenger compete against each in a real-time on a stage, sound stage, or other venue. In one aspect, the game show may be recorded or filmed for transmission to a communications network, such as a satellite network, a broadband network, a cable TV, or the public Internet including the World Wide Web. In one aspect, a human game show host may preformed some of the steps of shown in FIG. 3. For example, in step <b>212</b>, the game show host can interview of the celebrity in a live talk show format and provide the linking discussion as previously described with reference to FIG. 3. In step <b>214</b>, a question can be presented to the challenger by the game show host or other method previously described. As previously explained, the question is associated with the celebrity in the competition. In step <b>216</b>, the challenger may answer the question verbally or other methods, such as writing the answer etc. Also, the game show host can provide commentary during the answer.
P-0084[0084] In step <b>218</b>, the game show host may request an answer from the celebrity. In this aspect, the answer is generally not preselected by the celebrity, rather the celebrity attempts to answer to question right along with the challenger. This aspect provides an additional spirited competitive game show environment. In step <b>220</b>, the correct answer may be presented to both the challenger and the celebrity. In one aspect, the answer may me presented at the same time to provide an enhanced gaming experience. In step <b>222</b>, the answers can be compared and in step <b>224</b> the respective scores can be updated, accordingly. As previously described, step <b>226</b> may be implemented in that the celebrity can provide a real-time celebrity message or other statements. It should be appreciated that in other aspects, the steps and other features as disclosed in the specification may be implemented during a real-time game show as well.
P-0085[0085] A Summarization of the Interactive Competition
P-0086[0086] An interaction competition provides an entertaining enjoyable environment for a player to compete against a celebrity in a head-to-head trivia game. In one aspect, the questions are associated with the celebrity rather than random general information or general trivia. In certain aspects, the competition is asymmetrical in which the celebrity can participate via prerecorded audio media, prerecorded audio-visual media and the challenger competes on a real-time basis against the celebrity. A goal of the competition is for a player to gain more points than the celebrity. Another goal of the competition is for the player to answer more questions correctly than the celebrity. In both goals, the player can win a designation of as a “true fan” of the celebrity. In further aspects, computer-readable media provide nonvolatile storage of computer readable instructions embodying at least one or more game episodes. In further aspects, a game episode may be implemented with a product featuring a celebrity. An approach to selecting a celebrity may include a process of determining the popularity of a person. In another aspect, the popularity of a media offering might be used to select a celebrity for a game episode. In other aspects of the invention, the competition can be provided in many different gaming environments.
P-0087[0087] Although the invention has been defined using the appended claims, these claims are exemplary in that the invention may be intended to include the elements and steps described herein in any combination or sub combination. Accordingly, there are any number of alternative combinations for defining the invention, which incorporate one or more elements from the specification, including the description, claims, and drawings, in various combinations or sub combinations. It will be apparent to those skilled in the relevant technology, in light of the present specification, that alternate combinations of aspects of the invention, either alone or in combination with one or more elements or steps defined herein, may be utilized as modifications or alterations of the invention or as part of the invention. It may be intended that the written description of the invention contained herein covers all such modifications and alterations.
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| US2011124469A1 | Cited by | United States of America | Pre-grant |
| US2011092282A1 | Cited by | United States of America | Pre-grant |
| WO2006127788A2 | Cited by | World Intellectual Property Organization (WIPO) | Search report |
| US8376857B1 | Cited by | United States of America | Applicant |
| US2017043253A1 | Cited by | United States of America | Pre-grant |
| US10806988B2 | Cited by | United States of America | Applicant |
| WO2008109680A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| US10410474B2 | Cited by | United States of America | Applicant |
4 members in 1 office; this record represents the family
Members4
| Document | Office | Kind | |
|---|---|---|---|
| US2003195023A1 | United States of America | A1 | |
| US6800031B2 | United States of America | B2 | |
| US2005020336A1 | United States of America | A1 | |
| US7462104B2 | United States of America | B2 |
41 transactions on the USPTO file
Allowed after 1 non-final rejection and 1 final rejection.
- Non-final rejections
- 1
- Final rejections
- 1
- RCEs
- 0
- Appeals
- 0
Over time
Point at a mark for the transactionTransactions
| Event | Code | |
|---|---|---|
| Expire PatentEXP. | EXP. | |
| Correspondence Address ChangeC.ADB | C.ADB | |
| Correspondence Address ChangeC.ADB | C.ADB | |
| Correspondence Address ChangeC.AD | C.AD | |
| Change in Power of Attorney (May Include Associate POA)PA.. | PA.. | |
| Recordation of Patent Grant MailedPGM/ | PGM/ | |
| Patent Issue Date Used in PTA CalculationAllowedPTAC | PTAC | |
| Issue Notification MailedAllowedWPIR | WPIR | |
| Receipt into PubsR1021 | R1021 | |
| Dispatch to FDCD1935 | D1935 | |
| Application Is Considered Ready for IssuePILS | PILS | |
| Receipt into PubsR1021 | R1021 | |
| Issue Fee Payment VerifiedN084 | N084 | |
| Issue Fee Payment ReceivedIFEE | IFEE | |
| Workflow - File Sent to ContractorSENT | SENT | |
| Mail Notice of AllowanceAllowedMN/=. | MN/=. | |
| Notice of Allowance Data Verification CompletedAllowedN/=. | N/=. | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| IFW TSS Processing by Tech Center CompleteTSSCOMP | TSSCOMP | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Final ActionA.NE | A.NE | |
| Workflow incoming amendment IFWWAMD | WAMD | |
| Mail Examiner Interview Summary (PTOL - 413)MEXIN | MEXIN | |
| Interview Summary RecordEXIN | EXIN | |
| Mail Final Rejection (PTOL - 326)Final rejectionMCTFR | MCTFR | |
| Final RejectionFinal rejectionCTFR | CTFR | |
| Date Forwarded to ExaminerFWDX | FWDX | |
| Response after Non-Final ActionA... | A... | |
| Mail Non-Final RejectionNon-final rejectionMCTNF | MCTNF | |
| Non-Final RejectionNon-final rejectionCTNF | CTNF | |
| Reference capture on IDSRCAP | RCAP | |
| Information Disclosure Statement (IDS) Filed | – | |
| Information Disclosure Statement (IDS) Filed | – | |
| Case Docketed to Examiner in GAUDOCK | DOCK | |
| Application Dispatched from OIPEOIPE | OIPE | |
| Application Is Now CompleteCOMP | COMP | |
| Additional Application Filing FeesADDFLFEE | ADDFLFEE | |
| Applicant has submitted new drawings to correct Corrected Papers problemsCORRDRW | CORRDRW | |
| Corrected PaperCPAP | CPAP | |
| IFW Scan & PACR Auto Security Review | – | |
| Initial Exam Team nnIEXX | IEXX |
9 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Lapsed due to failure to pay maintenance feeLapsedFP | FP | |
| Information on status: patent discontinuationPATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362STCH | STCH | |
| Information on status: patent discontinuationPATENT EXPIRED DUE TO NONPAYMENT OF MAINTENANCE FEES UNDER 37 CFR 1.362STCH | STCH | |
| Lapse for failure to pay maintenance feesLapsedLAPS | LAPS | |
| Maintenance fee reminder mailedREMI | REMI | |
| AssignmentAS | AS | |
| Fee paymentFPAY | FPAY | |
| Fee paymentFPAY | FPAY | |
| AssignmentAS | AS |
Numbers
- Application
- 12170702
Titles
- English
- Method of conducting an interactive competition
Patent term adjustment
- A delay
- +131 daysthe office missed an examination deadline
- Applicant delay
- −2 days
- Net adjustment
- 129 days
Classification
- CPC, 11
- A63F13/46
- A63F9/183
- A63F2300/406
- A63F2300/407
- A63F2300/409
- A63F2300/8064
- A63F2300/61
- A63F13/332
- A63F13/335
- A63F13/338
- G10L17/22
- IPC, 1
- A63F13 00