WO2024064795A1 - Systems, methods, and devices for playing a multiplayer game featuring entertainment media - Google Patents

Systems, methods, and devices for playing a multiplayer game featuring entertainment media Download PDF

Info

Publication number
WO2024064795A1
WO2024064795A1 PCT/US2023/074746 US2023074746W WO2024064795A1 WO 2024064795 A1 WO2024064795 A1 WO 2024064795A1 US 2023074746 W US2023074746 W US 2023074746W WO 2024064795 A1 WO2024064795 A1 WO 2024064795A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
score
song
party
media
Prior art date
Application number
PCT/US2023/074746
Other languages
French (fr)
Inventor
Phillip WESTBROOKS
Original Assignee
Playmusic Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Playmusic Llc filed Critical Playmusic Llc
Publication of WO2024064795A1 publication Critical patent/WO2024064795A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • TITLE SYSTEMS, METHODS, AND DEVICES FOR PLAYING A
  • the present disclosure relates to media-based games.
  • systems, methods, and devices of the present disclosure facilitate a music game featuring media selection and playback.
  • FIG. 1 A illustrates an exemplary system for playing a media-based game, in accordance with various embodiments
  • FIG. IB illustrates an exemplary computing device for use in a system for playing a media-based game, in accordance with various embodiments
  • FIG. 2 illustrates a sign-up interface for a media-based game, in accordance with various embodiments
  • FIG. 3 illustrates a dashboard interface for navigating a media-based game, in accordance with various embodiments
  • FIG. 4 illustrates a party creation interface for a media-based game, in accordance with various embodiments
  • FIG. 5 illustrates a party selection interface for a media-based game, in accordance with various embodiments
  • FIG. 6 illustrates a media selection interface for a media-based game, in accordance with various embodiments
  • FIG. 7 illustrates a scoring interface for a media-based game, in accordance with various embodiments
  • FIG. 8A illustrates a scoring submission interface for a media-based game, in accordance with various embodiments
  • FIG. 8B illustrates a results interface for a media-based game, in accordance with various embodiments.
  • FIG. 9 illustrates a friend interface for a media-based game, in accordance with various embodiments.
  • FIG. 10 illustrates an example process for playing a media-based game, in accordance with various embodiments.
  • FIG. 11 illustrates an example process for operating a jukebox, in accordance with various embodiments.
  • Systems, methods, and devices of the present disclosure facilitate a media-based game. Users may select media for playback to other participants. The selected media may queue for playback on a central playback device or on individual playback devices. Once the selected media begins playing, players may rate the selected media. Points accrue based on the group’s perception of the media selected by each player.
  • System 100 may comprise device 102 running game application 104 to select media, score media, or playback media.
  • Device 102 may comprise a computing device such as, for example, a smartphone, tablet, personal computer, laptop, remote host, virtual desktop, or other computing device capable of detecting inputs and displaying outputs.
  • Computing device 102 may comprise one or more processors in communication with a tangible, non-transitory memory configured to execute operations in response to execution by a processor of instructions stored in memory.
  • Computing device 102 may be in electronic communication with a game host 106 or media playback device 108 to log player activity or control media playback.
  • Game host 106 may be another computing device 102 designated with host privileges in application 104.
  • Media playback device 108 can comprise a television, one or more speakers, or other reproduction devices configured to reproduce audio of selected songs. Some examples of media playback device 108 can include video content related to the selected songs.
  • each device 102 can comprise a media playback device 108 dedicated to the respective device 102.
  • a single media playback device 108 can be managed by host 106.
  • Various configurations of media playback devices 108 can facilitate game play with devices 102 in the same or different locations.
  • one or more devices 102 and game host 106 may include various electronic components such as, for example, a processing component 150 and a storage component 170.
  • One or more devices 102 may include one or more user interfaces, for input or output, such as a keyboard, mouse, track ball, touch pad, touch screen, and/or display.
  • Each processing component 150 may include a processor 152 and a memory 154.
  • Memory 154 may be in electronic communication with processor 152.
  • Processor 152 may include one or more microprocessors, co-processors, logic devices, and/or the like. Processor 152 comprising multiple microprocessors may execute in parallel or asynchronously.
  • the logic device may include, for example, analog-to-digital converters, digital-to-analog converters, buffers, multiplexers, clock circuits, or any other peripheral devices supporting operation of processor 152.
  • Memory 154 may include a single memory device or multiple memory devices and may be volatile memory, non-volatile memory, or a combination thereof.
  • processing component 150 may also comprise a storage interface 156 in electronic communication with processor 152.
  • Storage interface 156 may be configured to provide a physical connection to storage component 170.
  • storage interface 156 may include, for example, appropriate cables, drivers, and the like to enable the physical connection.
  • storage interface 156 may comprise an interface, a port, a drive, or the like configured to receive the removable storage medium and any additional hardware suitable to operate the interface, the port, the drive, or the like.
  • processing component 150 may also comprise a communication interface 158 in electronic communication with processor 152.
  • Communication interface 158 may be, for example, a serial communication port, a parallel communication port, an Ethernet communication port, or the like.
  • Device 102 may comprise a communication medium 142.
  • Communication medium 142 may be configured to enable electronic communication between processing component 150 and networks 114, 112, 110, 116 (of FIG. 1A).
  • Communication medium 142 may be a cable, such as an Ethernet cable.
  • communication interface 158 may be configured for wireless communication via infrared, radio frequency (RF), optical, BLUETOOTH®, or other suitable wireless communication methods.
  • Communication medium 142 may comprise one or more antennas configured to enable communication over free space. Networks may comprise an intranet, the Internet, other electronic communication links, or a combination thereof.
  • Each device 102 in system 100 may communicate with another device either directly or indirectly via networks 114, 112, 110, 116.
  • storage component 170 may comprise any suitable database, data structure, unstructured data store, relational database, document-based database, or the like capable of storing and/or maintaining data.
  • Storage component 170 may comprise, for example, a hard drive, a solid-state drive, magnetic tape, a removable memory card, an array of drives, and the like.
  • Storage component 170 may comprise an interface 172 configured to enable communications with processing component 150, via storage interface 156.
  • storage interface 156 in processing component 150 and interface 172 in the storage component 170 define the physical layers between the processing component 150 and storage component 170, establishing communication therebetween.
  • storage component 170 includes storage 174 with multiple blocks 176, in which data and files are saved.
  • Metadata 178 for a file includes, for example, pointers to particular blocks 176 in storage 174 at which the file data 180 for the file is stored.
  • File data may include data stored in nonvolatile storage to render a visual representation of a document or artifact to a user, launch an application, load an application into a predetermined state, retain historic application data, read or write blocks from memory 154, boot an operating system, or otherwise serve as a more permanent storage location than memory 154 for processing component 150.
  • processor 152 in each device 102 may be configured to execute game application 104 and an operating system 162 suitable to run on device 102.
  • Operating system 162 allocates resources of device 102 and hosts services common between game application 104 executing on processor 152 and memory 154.
  • Operating system 162 may be stored on storage component 170, within memory 154, or a combination thereof depending on configuration and state of device 102.
  • Operating system 162 may vary between devices 102 and is configured to control the hardware components for the associated type of device 102. For example, a device 102 in the form of a computer might run Windows® or Linux® as operating system 162, but a device 102 in the form of a smartphone may run Android® or iOS® as operating system 162. Other devices may run custom operating systems embedded on programmable memory.
  • Processor 152 may be configured to execute operating system 162 and each of the applications 104 stored in memory 154 or storage component 170.
  • game application 104 may comprise an executable, device driver, application programming interface (API), or other such routine or protocol.
  • Application 104 may be deployed at the data access layer, stored in memory 154, or on storage component 170 and configured to be loaded onto the device 102 and managed or operated by operating system 162.
  • operating system 162 detects the presence of and launches application 104.
  • application 104 may monitor input devices and respond to inputs using system calls to read or write storage 174 or memory 154, execute routines on processor 152, communicate through communication interface 158, or otherwise respond to detected inputs.
  • Application 104 may include a program written in a programming language such as, for example, Go, Java®, PHP, SQL, Koltin®, Swift, Solidity, Python®, or any other suitable programming language.
  • systems, methods, devices, and other embodiments of the present disclosure may comprise a personal and social music streaming service with which players can listen to songs with friends, family, and even strangers.
  • the System may enable players to queue songs via application 104, which may comprise a website or web application.
  • System 100 may integrate with third-party applications including hosting music services, messaging services, communication services, or other integrated software. Integration may be facilitated using function calls, API calls, libraries, or other integration techniques.
  • system 100 may comprise a free play setting in which users logged into a game may play a song on a playback device to other players without soliciting ratings. Free play games can be played without round limits or scoring in some embodiments.
  • System 100 may comprise a one round setting, in which each player selects one song to play and receive scores from other players.
  • System 100 may comprise a multi-round setting, in which users may pick one song after each round for multiple rounds (e.g., two rounds, three rounds, four rounds, five rounds, ten rounds, or any other number of rounds).
  • application 104 may comprise various graphical or audio interfaces to facilitate game play. Users may sign up for the game using the interface 200 of FIG.
  • Users may sign up for a free account with the game host 106. Users may sign up using a third-party music account such as, for example, accounts on third-party music platforms available under the tradenames SPOTIFY and APPLE MUSIC. Users may agree to terms of service and other policies during account creation, use of the application 104, or signing into application 104.
  • Application 104 can communicate with third-party music platforms 202 using an application programming interface or other communication techniques.
  • Interface 300 for navigating game modes and features of application 104 is shown, in accordance with various embodiments.
  • Interface 300 may thus be the home or root operating interface for players logged into application 104.
  • Interface 300 may be displayed to users of devices 102 after signing in.
  • the dashboard may comprise buttons labeled Host Party 302, Join Party 304, View Parties 306, View Friends 306, Invite Friends 308, and Settings 310.
  • Buttons in application 104 may launch interfaces having functionality corresponding to the labels.
  • clicking Host Party 302 may launch an interface that enables a hosting player to start a party or game lobby (e.g., interface 400 of FIG. 4).
  • Device 102 selecting Host Party 302 may be configured as game host 106.
  • the hosting player may create a lobby or party name, choose a game type, invite friends to the party (e.g., by email, text, or in-app messaging), or start a party.
  • clicking Join Party 304 in the interface 300 of FIG. 3 may place a player into a party or lobby (e.g., using interface 500 of FIG. 5).
  • Invited players may receive an invitation by email, text, in-app messaging, or verbally if in the same room as the host.
  • Players may join with the name of the party that was created.
  • Players may also join using a code or unique identifier assigned to the party.
  • the party may be presented on players’ screens with the option to join.
  • the host player may launch the game once the desired players have successfully joined the party or lobby. Once all users have joined the party, the host can begin the game and each user may pick their song to play in the first round.
  • players may wait for other players to join or select a song while application 104 running on device 102 displays a waiting screen.
  • This screen may show invited players. Players that are faded or greyed out have not joined yet. All players may actively join before the party begins. Any player that is taking too long can be removed from the party to allow the party to launch. Once everyone has joined, players may select the first song to play (e.g., using selection interface 600 of FIG. 6). Each player in the party may be promoted to choose their song. After all songs have been submitted, each player’s profile may show up with a music note next to their profile indicating selection is complete for that player.
  • players may rate other songs selected by other players (e.g., using interface 700 of FIG. 7).
  • each of the other players can rate the song from 1 to 5 stars.
  • stars are used as an example scoring criteria, points can be assessed using any range or set of numbers (e.g., 0 or 1, 1 to 5, 1 to 10, or other suitable scoring ranges).
  • Numbers can be aggregated across multiple rounds to assign a total score to each player.
  • Each player profile may highlight in orange indicating the currently playing song was selected by the player highlighted in orange. Two players may be highlighted in response to both players selecting the same song. In response to a threshold number of players disliking the song being played, the host may skip to the next song.
  • song titles can be displayed while player names are kept secret until player scoring is complete.
  • interface 700 can include song titles in place of player names. After songs have been scored, player names can be revealed in association with the songs each player selected.
  • the winner of the round with the highest rated song may be announced on the scoring interface 800A of FIG. 8 A and ranking interface 800B of FIG. 8B. Once all songs from each player have played, scores may be submitted to the host 106 using the interface of FIG. 8A. Scores can be tabulated, and a winner may be identified and presented using the interface of FIG. 8B. The winner of a round may be the player who selected the highest scoring song.
  • Some embodiments can comprise multiple rounds scored similarly, with the scores from each round aggregated on a per-player basis.
  • the first player to have a total score greater than or equal to a score threshold can win the game.
  • the player with the highest total score at the end of a predetermined number of rounds can win the game.
  • scores can be aggregated across game types, lobbies, and individual games to generate a global score for a user or player.
  • the global score can increase linearly or based on a scoring function in response to games played.
  • Points accumulated in the global score for a user can function as a currency in some embodiments. In examples where points accumulate as a type of currency, points can be converted into other currencies.
  • real money or fiat currency can be deposited into a user or player account and used as a first type of currency.
  • Game coins can be used as a second type of currency and can be purchased using real money or fiat currency.
  • Game coins or real currency can be used to make purchases in games such as, for example, purchasing preferred placement in a jukebox queue.
  • points or global score can be converted to game coins.
  • game coins can be converted to global score or to fiat currency.
  • currencies can be redeemed for prizes selectable in game. Examples of prizes can include T-shirts, hats, or other merchandise. In some embodiments, prizes can include concert tickets.
  • players may invite friends to sign up for the game offered using system 100 through the interface of FIG. 9.
  • Players may invite friends to sign up with application 104 even without joining an active party or game.
  • Players profiles may be set up as public or private, and player profiles may be added to a general database browsable by, searchable by, and selectable by other players in accordance with privacy settings and game settings associated with player profiles.
  • players may have the option to create a private friend list by inviting players from the database to associate with their personal profile.
  • Players may also select various game settings and profile settings.
  • the settings page may allow players to view third-party app information and add additional information for inclusion in player profiles.
  • the winner of a round of the game may serve as host for the next round. Games may be won by accumulating points in excess of a threshold value. For example, a player may win 10 points for each round in which they finish first. Fewer points may be awarded to second and third places. The first to 50 points, for example, may win the game. Threshold values and point awards for successful rounds may be adjusted up or down to any integer, decimal, or rational value to tune gameplay. The winner or host may select the next type of game that will be played in the lobby.
  • currency or score can be subtracted from the departing player.
  • global points or game coins can be subtracted from a player in response to the player departing a game prematurely.
  • skipping a song selection or skipping a song rating can cost currency. For example, if a player skips a single song there may be no penalty. Then, if the player skips a second song, one point may be subtracted from the player’s global score.
  • players who exhibit poor etiquette by leaving games early, skipping song selections, or skipping song ratings for example, can experience reduced scores, reduced game coins, or reduced fiat currency.
  • players can accrue negative points by performing discouraged acts. Players can be banned or suspended in response to accruing negative scores beyond a threshold value.
  • the host may select a genre, artist, decade, playlist, year, country, or other grouping of media from which participants may select.
  • the host may also set no limitations to allow players to select from any media available in the game.
  • the game may comprise a text submission or messaging channel to communicate via text with other players in the game. Communications may include metadata to identify which player made the communication. Communications may be anonymous to conceal the identity of the player that made the communication.
  • Players and hosts may use a text channel in game to communicate with the host or other players.
  • the game may be compatible with popular DJ software using a wireless connection to playback over professional DJ equipment.
  • a professional emcee or DJ can host a game through integration with the professional sound software available under the tradenames TRAKTOR or ABLETON, for example.
  • Players may make requests by adding a song to the DJ’s queue.
  • the DJ may move, delete, or play songs in any order.
  • a DJ may play songs in the order the songs were added to the queue. Points can accumulate based on the DJ’s treatment of songs selected by each player.
  • the game may comprise a trivia aspect based on media playback.
  • Players may submit answers to questions regarding media in free text, multiple choice, or other using answer submission techniques. For example, players may name the title or year of media in response to playback. Players may name the artist in response to playback. Players may name the pop-culture relevance of media, such as a title or name for a movie, show, dance, video, or other pop culture reference associated with the media. Points may be awarded for correct answers.
  • the app may use a QR code or other obfuscation technique to conceal player identify and may scramble media to conceal which players selected each piece of media. Players may then score media selections without knowing which player made the selections. Players may also guess which player selected pieces of media. Points may be awarded in response to correctly identifying which players selected a song.
  • the game may include a movie theme.
  • Players may submit guesses as to what song is connected to a movie.
  • Players may guess the song in response to being presented a movie title or scene description.
  • Players may guess the movie or scene in response to playback of a song.
  • a phone or other computing device may give a visible or audible signal (e.g., flashing a light or playing a brief melody) in response to a player choosing correctly or winning a game or round.
  • players may identify which media was selected by which players in response to playing back a clip of the media or the whole media through media playback device 108. For example, if a large group of people (e.g., 50 people) is playing the game, players may jump up in the queue in response to paying a queue skipping fee. In that regard, a player at position 45 may move up to position 1.
  • the queue skipping fee may be auction-based.
  • Players may successfully skip to position 1 in response to outbidding other players in the group. Other players may be masked from the identity of players that skip in the queue.
  • Players may link a third-party music application or purchase a subscription to a third-party music application through the game.
  • Process 1000 can include assigning a host 106 and a lobby name to a media lobby (Block 1002).
  • the host and lobby name can be assigned using interface 300 and interface 400, of FIGs. 3 and 4, respectively.
  • a user on device 102 can select Host Party 302 to launch interface 400.
  • Device 102 can be assigned as a host 106 in response to selecting Host Party 302.
  • Game host 106 can setup a party or lobby using interface 400 to enter a party name, select a party type, add players, invite friends, or otherwise configure a media-based game lobby.
  • Host 106 is typically authenticated to a supporting third-party music service that allows host 106 to play media.
  • each player joining the lobby using a device 102 can have their own account with the same third-party music service to allow separate reproduction of media.
  • host 106 can use their third-party music subscription, and guests in the lobby can select and replay songs through the host account.
  • process 1000 for playing a media-based game can wait for players to join the media lobby (Block 1004).
  • Players can join in response to invitations.
  • Players can locate public lobbies on a listing and select a lobby to join, for example, using interface 500 of FIG. 5.
  • Players can quick join lobbies or auto join lobbies without selecting a lobby by name.
  • Some game modes or lobby configurations can automatically launch the game in response to a threshold number of players joining the lobby.
  • Some game modes or lobby configurations can wait for host 106 to launch the game in response to host 106 identifying the lobby as sufficiently full.
  • the media-based game can launch the game type selected by the host (Block 1006).
  • the media-based game can accept song selections for the next round from players (Block 1008).
  • the selection period can be a predetermined duration (e.g., 30 seconds, 1 minute, 2 minutes, or any other selection duration).
  • Players can use selection interface 600 of FIG. 6 to select songs by searching using free text search.
  • the free text search can use API calls to search the available library supported by an affiliated third-party music service.
  • host 106 can select a category or genre from which songs must be selected, and in some embodiments the media-based game can automatically select a category or genre and prompt players for selections.
  • songs can be selected from the entire available catalog.
  • Host 106 can be replaced each round with the winner from the previous round, by a random player, or based on any other suitable criteria. In some examples, host 106 remains host for the duration of a game.
  • the media-based game may begin playback of the next selection (Block 1010).
  • the next song selection can be in alphabetical order, randomized order, in order of selection, or in any other order.
  • system 100 may accept player scores for the played-back song (Block 1012).
  • Players may have a predetermined period to score songs (e.g., 10 seconds, 15 seconds, 30 seconds, 1 minute, or any other desired duration).
  • scoring occurs after all songs have been played for the round.
  • the media-based game checks whether all selected songs have been played or scored (Block 1014).
  • the media-based game can playback the next song selection in response to selected songs not yet being played (Block 1010).
  • Players can score each song using the scoring interface 800A of FIG. 8A, for example.
  • the mediabased game can score the round (Block 1016).
  • the round can be scored by accumulating individual scores assigned to each song selection and attributing the accumulated score to the player that selected the song.
  • points can be awarded for a predetermined number of places.
  • the top three songs, top two songs, or top song can be awarded points in each round.
  • the top song is awarded a maximum point number and subsequent placing songs are each assigned lower point numbers.
  • the first-place song may be awarded 10 points
  • the second-place song may be awarded three points
  • the third-place song may be rewarded 1 point.
  • the media-based game can determine whether all rounds have been scored (Block 1018).
  • a number of rounds can be predetermined according to game type. For example, a quick play might always have a one-round game, two-round game, or three-round game.
  • host 106 can select a number of rounds to play.
  • all rounds are considered scored when a player crosses a predetermined threshold score. For example, all rounds may be complete in response to a player scoring 100 aggregate points or more.
  • the media-based game may accept player selections for the next round (Block 1008).
  • the media-based game may score the game (Block 1020). Scoring the game can include presenting the final scores or places in interface 800B of FIG. 8B. The final score for each player can be the aggregated scores from each round. In some examples, later rounds can be worth more points than earlier rounds.
  • Process 1100 for playing a jukebox game is shown, in accordance with various embodiments.
  • the jukebox game of process 1100 may be played locally at a single location. Suitable locations might include restaurants, bars, or other locations that typically host a jukebox game.
  • Process 1100 can begin by identifying a library for a local instance of a jukebox game (Block 1102).
  • the library can be constrained to songs present in hard copy (e.g., record, compact disk, mp3, or other locally stored format).
  • the library can be based on an online library supported by a third-party music service. In that regard, host 106 can set the library and otherwise manage the local instance of the jukebox game.
  • the jukebox game can connect devices 102 to the local instance (Block 1104).
  • Devices 102 can connect using a local broadcast protocol (e.g., Bluetooth® or Wifi®).
  • Devices 102 can connect using a web interface to enter a unique identifier of the local instance.
  • devices 102 can queue songs at the back of the jukebox queue (Block 1106).
  • songs can be queued for free or for a small fee typical of jukeboxes.
  • the jukebox game can automatically queue songs based on popularity at the local instance in response to the queue being empty or containing fewer songs than a predetermined threshold number of songs.
  • the local jukebox instance can play the next song from the front of the queue (Block 1108).
  • the local instance e.g., host 106 can open bidding or voting for the next play slot at the front of the jukebox queue (Block 1110).
  • the slot can be sold for a value based on the number of songs in queue.
  • the players can vote for songs in queue to advance the songs to the front of the queue. Songs can be advanced in response to receiving a predetermined number of votes, for example.
  • the winning bid can be the first player to bid a predetermined value on the next play slot.
  • the local jukebox instance can move the winning song selection to the front of queue for next play (Block 1112), and the local jukebox instance can play the next song from the front of the queue at the local instance (Block 1108).
  • Systems, methods, and devices of the present disclosure can facilitate media-based game play with various scoring methods and interfaces.
  • songs are used as the media of choice for exemplary purposes, other media may be suitable for game play.
  • the game may operate in a similar manner with video clips, movie snippets, audio clips, sound bites, articles, websites, or other forms of media amendable to selection and scoring by players.
  • media may comprise songs available from third-party music subscription services.
  • players may guess a song in response to a sound or brief clip played back audibly.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Systems, methods, and devices are disclosed for playing media-based games. An example process comprises the steps of assigning a host of a party for the media-based game, joining players to the party, and accepting song selections of the players in the party for a first round of the media-based game. A first song selection of a first player in the party can play, and a second song selection of a second player in the party can play. The first song selection and the second song selection are scored to assign a first-round score of the first player and a first-round score of the second player. The media-based game aggregates scores from a plurality of rounds. The aggregated score of the first player includes the first-round score of the first player, and the aggregated score of the second player includes the first-round score of the second player.

Description

TITLE: SYSTEMS, METHODS, AND DEVICES FOR PLAYING A
MULTIPLAYER GAME FEATURING ENTERTAINMENT MEDIA
INVENTORS: PHILLIP WESTBROOKS
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to U.S. Provisional Patent Application No. 63/408,748, filed on September 21, 2022, and entitled “SYSTEMS, METHODS, AND DEVICES FOR PLAYING A MULTIPLAYER GAME FEATURING ENTERTAINMENT MEDIA.” The foregoing application is incorporated herein by reference for any purpose.
FIELD
[0002] The present disclosure relates to media-based games. In particular, systems, methods, and devices of the present disclosure facilitate a music game featuring media selection and playback.
BACKGROUND
[0003] Music, video, and other media are entertainment staples in the modem era. With the advent of the Internet, people suddenly had access to nearly limitless amounts of media. Enjoying media during gatherings with friends or otherwise exploring media in a group can often prove unwieldy or awkward as selections and requests are sometimes silently disapproved or actively skipped.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] The subject matter of the present disclosure is particularly pointed out and distinctly claimed in the concluding portion of the specification. A more complete understanding of the present disclosure, however, may best be obtained by referring to the detailed description and claims when considered in connection with the illustrations. [0005] FIG. 1 A illustrates an exemplary system for playing a media-based game, in accordance with various embodiments;
[0006] FIG. IB illustrates an exemplary computing device for use in a system for playing a media-based game, in accordance with various embodiments;
[0007] FIG. 2 illustrates a sign-up interface for a media-based game, in accordance with various embodiments;
[0008] FIG. 3 illustrates a dashboard interface for navigating a media-based game, in accordance with various embodiments;
[0009] FIG. 4 illustrates a party creation interface for a media-based game, in accordance with various embodiments;
[0010] FIG. 5 illustrates a party selection interface for a media-based game, in accordance with various embodiments;
[0011] FIG. 6 illustrates a media selection interface for a media-based game, in accordance with various embodiments;
[0012] FIG. 7 illustrates a scoring interface for a media-based game, in accordance with various embodiments;
[0013] FIG. 8A illustrates a scoring submission interface for a media-based game, in accordance with various embodiments;
[0014] FIG. 8B illustrates a results interface for a media-based game, in accordance with various embodiments; and
[0015] FIG. 9 illustrates a friend interface for a media-based game, in accordance with various embodiments. [0016] FIG. 10 illustrates an example process for playing a media-based game, in accordance with various embodiments.
[0017] FIG. 11 illustrates an example process for operating a jukebox, in accordance with various embodiments.
DETAILED DESCRIPTION
[0018] The detailed description of exemplary embodiments herein refers to the accompanying drawings, which show exemplary embodiments by way of illustration and their best mode. While these exemplary embodiments are described in sufficient detail to enable those skilled in the art to practice the inventions, it should be understood that other embodiments may be realized, and that logical and mechanical changes may be made without departing from the spirit and scope of the inventions. Thus, the detailed description herein is presented for purposes of illustration only and not of limitation. For example, the steps recited in any of the method or process descriptions may be executed in any order and are not necessarily limited to the order presented. Furthermore, any reference to singular includes plural embodiments, and any reference to more than one component or step may include a singular embodiment or step. Also, any reference to attached, fixed, connected, or the like may include permanent, removable, temporary, partial, full, and/or any other possible attachment option. Additionally, any reference to without contact (or similar phrases) may also include reduced contact or minimal contact.
[0019] Systems, methods, and devices of the present disclosure facilitate a media-based game. Users may select media for playback to other participants. The selected media may queue for playback on a central playback device or on individual playback devices. Once the selected media begins playing, players may rate the selected media. Points accrue based on the group’s perception of the media selected by each player. [0020] With reference to FIG. 1 A, computer-based system 100 is shown for use in mediabased games, in accordance with various embodiments. System 100 may comprise device 102 running game application 104 to select media, score media, or playback media. Device 102 may comprise a computing device such as, for example, a smartphone, tablet, personal computer, laptop, remote host, virtual desktop, or other computing device capable of detecting inputs and displaying outputs.
[0021] Computing device 102 may comprise one or more processors in communication with a tangible, non-transitory memory configured to execute operations in response to execution by a processor of instructions stored in memory. Computing device 102 may be in electronic communication with a game host 106 or media playback device 108 to log player activity or control media playback. Game host 106 may be another computing device 102 designated with host privileges in application 104. Media playback device 108 can comprise a television, one or more speakers, or other reproduction devices configured to reproduce audio of selected songs. Some examples of media playback device 108 can include video content related to the selected songs. In some embodiments, each device 102 can comprise a media playback device 108 dedicated to the respective device 102. In some examples, a single media playback device 108 can be managed by host 106. Various configurations of media playback devices 108 can facilitate game play with devices 102 in the same or different locations.
[0022] With reference to FIG. IB and continued reference to FIG. 1 A, one or more devices 102 and game host 106 may include various electronic components such as, for example, a processing component 150 and a storage component 170. One or more devices 102 may include one or more user interfaces, for input or output, such as a keyboard, mouse, track ball, touch pad, touch screen, and/or display. Each processing component 150 may include a processor 152 and a memory 154. Memory 154 may be in electronic communication with processor 152. Processor 152 may include one or more microprocessors, co-processors, logic devices, and/or the like. Processor 152 comprising multiple microprocessors may execute in parallel or asynchronously. The logic device may include, for example, analog-to-digital converters, digital-to-analog converters, buffers, multiplexers, clock circuits, or any other peripheral devices supporting operation of processor 152. Memory 154 may include a single memory device or multiple memory devices and may be volatile memory, non-volatile memory, or a combination thereof.
[0023] In various embodiments, processing component 150 may also comprise a storage interface 156 in electronic communication with processor 152. Storage interface 156 may be configured to provide a physical connection to storage component 170. For example, in response to storage component 170 comprising an internal hard drive, storage interface 156 may include, for example, appropriate cables, drivers, and the like to enable the physical connection. As a further example, in response to storage component 170 comprising a removable storage medium, such as a CD-ROM drive, DVD-ROM drive, USB drive, memory card, and the like, storage interface 156 may comprise an interface, a port, a drive, or the like configured to receive the removable storage medium and any additional hardware suitable to operate the interface, the port, the drive, or the like.
[0024] In various embodiments, processing component 150 may also comprise a communication interface 158 in electronic communication with processor 152. Communication interface 158 may be, for example, a serial communication port, a parallel communication port, an Ethernet communication port, or the like. Device 102 may comprise a communication medium 142. Communication medium 142 may be configured to enable electronic communication between processing component 150 and networks 114, 112, 110, 116 (of FIG. 1A). Communication medium 142 may be a cable, such as an Ethernet cable. In various embodiments, communication interface 158 may be configured for wireless communication via infrared, radio frequency (RF), optical, BLUETOOTH®, or other suitable wireless communication methods. Communication medium 142 may comprise one or more antennas configured to enable communication over free space. Networks may comprise an intranet, the Internet, other electronic communication links, or a combination thereof. Each device 102 in system 100 may communicate with another device either directly or indirectly via networks 114, 112, 110, 116.
[0025] In various embodiments, storage component 170 may comprise any suitable database, data structure, unstructured data store, relational database, document-based database, or the like capable of storing and/or maintaining data. Storage component 170 may comprise, for example, a hard drive, a solid-state drive, magnetic tape, a removable memory card, an array of drives, and the like. Storage component 170 may comprise an interface 172 configured to enable communications with processing component 150, via storage interface 156. For example, storage interface 156 in processing component 150 and interface 172 in the storage component 170 define the physical layers between the processing component 150 and storage component 170, establishing communication therebetween. In various embodiments, storage component 170 includes storage 174 with multiple blocks 176, in which data and files are saved. Each file stored in storage component 170 may include metadata 178 and file data 180. Metadata 178 for a file includes, for example, pointers to particular blocks 176 in storage 174 at which the file data 180 for the file is stored. File data may include data stored in nonvolatile storage to render a visual representation of a document or artifact to a user, launch an application, load an application into a predetermined state, retain historic application data, read or write blocks from memory 154, boot an operating system, or otherwise serve as a more permanent storage location than memory 154 for processing component 150.
[0026] In various embodiments, processor 152 in each device 102 may be configured to execute game application 104 and an operating system 162 suitable to run on device 102. Operating system 162 allocates resources of device 102 and hosts services common between game application 104 executing on processor 152 and memory 154. Operating system 162 may be stored on storage component 170, within memory 154, or a combination thereof depending on configuration and state of device 102. Operating system 162 may vary between devices 102 and is configured to control the hardware components for the associated type of device 102. For example, a device 102 in the form of a computer might run Windows® or Linux® as operating system 162, but a device 102 in the form of a smartphone may run Android® or iOS® as operating system 162. Other devices may run custom operating systems embedded on programmable memory. Processor 152 may be configured to execute operating system 162 and each of the applications 104 stored in memory 154 or storage component 170.
[0027] In various embodiments, game application 104 may comprise an executable, device driver, application programming interface (API), or other such routine or protocol. Application 104 may be deployed at the data access layer, stored in memory 154, or on storage component 170 and configured to be loaded onto the device 102 and managed or operated by operating system 162. During power-up of the device 102, during initialization of operating system 162, or in response to a user selecting application 104, operating system 162 detects the presence of and launches application 104. In response to launching, application 104 may monitor input devices and respond to inputs using system calls to read or write storage 174 or memory 154, execute routines on processor 152, communicate through communication interface 158, or otherwise respond to detected inputs. Application 104 may include a program written in a programming language such as, for example, Go, Java®, PHP, SQL, Koltin®, Swift, Solidity, Python®, or any other suitable programming language.
[0028] For example, systems, methods, devices, and other embodiments of the present disclosure (collectively, the “System”) may comprise a personal and social music streaming service with which players can listen to songs with friends, family, and even strangers. The System may enable players to queue songs via application 104, which may comprise a website or web application.
[0029] In various embodiments, System 100 may integrate with third-party applications including hosting music services, messaging services, communication services, or other integrated software. Integration may be facilitated using function calls, API calls, libraries, or other integration techniques.
[0030] In various embodiments, system 100 may comprise a free play setting in which users logged into a game may play a song on a playback device to other players without soliciting ratings. Free play games can be played without round limits or scoring in some embodiments. System 100 may comprise a one round setting, in which each player selects one song to play and receive scores from other players. System 100 may comprise a multi-round setting, in which users may pick one song after each round for multiple rounds (e.g., two rounds, three rounds, four rounds, five rounds, ten rounds, or any other number of rounds).
[0031 ] In various embodiments, application 104 may comprise various graphical or audio interfaces to facilitate game play. Users may sign up for the game using the interface 200 of FIG.
2, for example. Users may sign up for a free account with the game host 106. Users may sign up using a third-party music account such as, for example, accounts on third-party music platforms available under the tradenames SPOTIFY and APPLE MUSIC. Users may agree to terms of service and other policies during account creation, use of the application 104, or signing into application 104. Application 104 can communicate with third-party music platforms 202 using an application programming interface or other communication techniques.
[0032] 0 With reference to FIG. 3, interface 300 for navigating game modes and features of application 104 is shown, in accordance with various embodiments. Interface 300 may thus be the home or root operating interface for players logged into application 104. Interface 300 may be displayed to users of devices 102 after signing in. The dashboard may comprise buttons labeled Host Party 302, Join Party 304, View Parties 306, View Friends 306, Invite Friends 308, and Settings 310. Buttons in application 104 may launch interfaces having functionality corresponding to the labels.
[0033] In various embodiments, clicking Host Party 302 may launch an interface that enables a hosting player to start a party or game lobby (e.g., interface 400 of FIG. 4). Device 102 selecting Host Party 302 may be configured as game host 106. The hosting player may create a lobby or party name, choose a game type, invite friends to the party (e.g., by email, text, or in-app messaging), or start a party.
[0034] In various embodiments, clicking Join Party 304 in the interface 300 of FIG. 3 may place a player into a party or lobby (e.g., using interface 500 of FIG. 5). Invited players may receive an invitation by email, text, in-app messaging, or verbally if in the same room as the host. Players may join with the name of the party that was created. Players may also join using a code or unique identifier assigned to the party. In response to identifying the party, the party may be presented on players’ screens with the option to join. The host player may launch the game once the desired players have successfully joined the party or lobby. Once all users have joined the party, the host can begin the game and each user may pick their song to play in the first round.
[0035] In various embodiments, players may wait for other players to join or select a song while application 104 running on device 102 displays a waiting screen. This screen may show invited players. Players that are faded or greyed out have not joined yet. All players may actively join before the party begins. Any player that is taking too long can be removed from the party to allow the party to launch. Once everyone has joined, players may select the first song to play (e.g., using selection interface 600 of FIG. 6). Each player in the party may be promoted to choose their song. After all songs have been submitted, each player’s profile may show up with a music note next to their profile indicating selection is complete for that player.
[0036] In various embodiments, players may rate other songs selected by other players (e.g., using interface 700 of FIG. 7). Once the first song selected by player one starts playing , each of the other players can rate the song from 1 to 5 stars. Although stars are used as an example scoring criteria, points can be assessed using any range or set of numbers (e.g., 0 or 1, 1 to 5, 1 to 10, or other suitable scoring ranges). Numbers can be aggregated across multiple rounds to assign a total score to each player. Each player profile may highlight in orange indicating the currently playing song was selected by the player highlighted in orange. Two players may be highlighted in response to both players selecting the same song. In response to a threshold number of players disliking the song being played, the host may skip to the next song.
[0037] In some examples, song titles can be displayed while player names are kept secret until player scoring is complete. In examples where player names are temporarily secret, interface 700 can include song titles in place of player names. After songs have been scored, player names can be revealed in association with the songs each player selected. [0038] In various embodiments, in response to all songs having been rated, the winner of the round with the highest rated song may be announced on the scoring interface 800A of FIG. 8 A and ranking interface 800B of FIG. 8B. Once all songs from each player have played, scores may be submitted to the host 106 using the interface of FIG. 8A. Scores can be tabulated, and a winner may be identified and presented using the interface of FIG. 8B. The winner of a round may be the player who selected the highest scoring song. Some embodiments can comprise multiple rounds scored similarly, with the scores from each round aggregated on a per-player basis. In some examples, the first player to have a total score greater than or equal to a score threshold can win the game. In some examples, the player with the highest total score at the end of a predetermined number of rounds can win the game.
[0039] In some embodiments, scores can be aggregated across game types, lobbies, and individual games to generate a global score for a user or player. The global score can increase linearly or based on a scoring function in response to games played. Points accumulated in the global score for a user can function as a currency in some embodiments. In examples where points accumulate as a type of currency, points can be converted into other currencies.
[0040] In some embodiments, real money or fiat currency can be deposited into a user or player account and used as a first type of currency. Game coins can be used as a second type of currency and can be purchased using real money or fiat currency. Game coins or real currency can be used to make purchases in games such as, for example, purchasing preferred placement in a jukebox queue. In some examples, points or global score can be converted to game coins. In some examples, game coins can be converted to global score or to fiat currency. [0041 ] In various embodiments, currencies can be redeemed for prizes selectable in game. Examples of prizes can include T-shirts, hats, or other merchandise. In some embodiments, prizes can include concert tickets.
[0042] In various embodiments, players may invite friends to sign up for the game offered using system 100 through the interface of FIG. 9. Players may invite friends to sign up with application 104 even without joining an active party or game. Players profiles may be set up as public or private, and player profiles may be added to a general database browsable by, searchable by, and selectable by other players in accordance with privacy settings and game settings associated with player profiles.
[0043] In various embodiments, players may have the option to create a private friend list by inviting players from the database to associate with their personal profile. Players may also select various game settings and profile settings. The settings page may allow players to view third-party app information and add additional information for inclusion in player profiles.
[0044] In various embodiments, the winner of a round of the game may serve as host for the next round. Games may be won by accumulating points in excess of a threshold value. For example, a player may win 10 points for each round in which they finish first. Fewer points may be awarded to second and third places. The first to 50 points, for example, may win the game. Threshold values and point awards for successful rounds may be adjusted up or down to any integer, decimal, or rational value to tune gameplay. The winner or host may select the next type of game that will be played in the lobby.
[0045] In some examples, if a player leaves a game before the final scoring, or otherwise leaves a game before completion, currency or score can be subtracted from the departing player. For example, global points or game coins can be subtracted from a player in response to the player departing a game prematurely.
[0046] In some examples, skipping a song selection or skipping a song rating can cost currency. For example, if a player skips a single song there may be no penalty. Then, if the player skips a second song, one point may be subtracted from the player’s global score. In some examples, players who exhibit poor etiquette by leaving games early, skipping song selections, or skipping song ratings, for example, can experience reduced scores, reduced game coins, or reduced fiat currency. In some examples, players can accrue negative points by performing discouraged acts. Players can be banned or suspended in response to accruing negative scores beyond a threshold value.
[0047] In various embodiments, the host may select a genre, artist, decade, playlist, year, country, or other grouping of media from which participants may select. The host may also set no limitations to allow players to select from any media available in the game. In various embodiments, the game may comprise a text submission or messaging channel to communicate via text with other players in the game. Communications may include metadata to identify which player made the communication. Communications may be anonymous to conceal the identity of the player that made the communication. Players and hosts may use a text channel in game to communicate with the host or other players.
[0048] In various embodiments, the game may be compatible with popular DJ software using a wireless connection to playback over professional DJ equipment. In that regard, a professional emcee or DJ can host a game through integration with the professional sound software available under the tradenames TRAKTOR or ABLETON, for example. Players may make requests by adding a song to the DJ’s queue. The DJ may move, delete, or play songs in any order. For example, a DJ may play songs in the order the songs were added to the queue. Points can accumulate based on the DJ’s treatment of songs selected by each player.
[0049] In various embodiments, the game may comprise a trivia aspect based on media playback. Players may submit answers to questions regarding media in free text, multiple choice, or other using answer submission techniques. For example, players may name the title or year of media in response to playback. Players may name the artist in response to playback. Players may name the pop-culture relevance of media, such as a title or name for a movie, show, dance, video, or other pop culture reference associated with the media. Points may be awarded for correct answers.
[0050] In various embodiments, the app may use a QR code or other obfuscation technique to conceal player identify and may scramble media to conceal which players selected each piece of media. Players may then score media selections without knowing which player made the selections. Players may also guess which player selected pieces of media. Points may be awarded in response to correctly identifying which players selected a song.
[0051] In various embodiments, the game may include a movie theme. Players may submit guesses as to what song is connected to a movie. Players may guess the song in response to being presented a movie title or scene description. Players may guess the movie or scene in response to playback of a song. A phone or other computing device may give a visible or audible signal (e.g., flashing a light or playing a brief melody) in response to a player choosing correctly or winning a game or round.
[0052] In various embodiments, players may identify which media was selected by which players in response to playing back a clip of the media or the whole media through media playback device 108. For example, if a large group of people (e.g., 50 people) is playing the game, players may jump up in the queue in response to paying a queue skipping fee. In that regard, a player at position 45 may move up to position 1. The queue skipping fee may be auction-based. Players may successfully skip to position 1 in response to outbidding other players in the group. Other players may be masked from the identity of players that skip in the queue. Players may link a third-party music application or purchase a subscription to a third-party music application through the game. [0053] Referring now to FIG. 10, an example process 1000 is shown for playing a mediabased game using computer-based system 100 of FIG. 1, in accordance with various embodiments. Process 1000 can include assigning a host 106 and a lobby name to a media lobby (Block 1002). The host and lobby name can be assigned using interface 300 and interface 400, of FIGs. 3 and 4, respectively. For example, a user on device 102 can select Host Party 302 to launch interface 400. Device 102 can be assigned as a host 106 in response to selecting Host Party 302. Game host 106 can setup a party or lobby using interface 400 to enter a party name, select a party type, add players, invite friends, or otherwise configure a media-based game lobby. Host 106 is typically authenticated to a supporting third-party music service that allows host 106 to play media. In some embodiments, each player joining the lobby using a device 102 can have their own account with the same third-party music service to allow separate reproduction of media. In embodiments where the entire party is located in a single place, host 106 can use their third-party music subscription, and guests in the lobby can select and replay songs through the host account.
[0054] In various embodiments, process 1000 for playing a media-based game can wait for players to join the media lobby (Block 1004). Players can join in response to invitations. Players can locate public lobbies on a listing and select a lobby to join, for example, using interface 500 of FIG. 5. Players can quick join lobbies or auto join lobbies without selecting a lobby by name. Some game modes or lobby configurations can automatically launch the game in response to a threshold number of players joining the lobby. Some game modes or lobby configurations can wait for host 106 to launch the game in response to host 106 identifying the lobby as sufficiently full. The media-based game can launch the game type selected by the host (Block 1006).
[0055] In various embodiments, the media-based game can accept song selections for the next round from players (Block 1008). The selection period can be a predetermined duration (e.g., 30 seconds, 1 minute, 2 minutes, or any other selection duration). Players can use selection interface 600 of FIG. 6 to select songs by searching using free text search. The free text search can use API calls to search the available library supported by an affiliated third-party music service. In some examples, host 106 can select a category or genre from which songs must be selected, and in some embodiments the media-based game can automatically select a category or genre and prompt players for selections. In some embodiments, songs can be selected from the entire available catalog. Host 106 can be replaced each round with the winner from the previous round, by a random player, or based on any other suitable criteria. In some examples, host 106 remains host for the duration of a game.
[0056] In various embodiments, the media-based game may begin playback of the next selection (Block 1010). The next song selection can be in alphabetical order, randomized order, in order of selection, or in any other order. In response to playback of a song, system 100 may accept player scores for the played-back song (Block 1012). Players may have a predetermined period to score songs (e.g., 10 seconds, 15 seconds, 30 seconds, 1 minute, or any other desired duration). In some examples, scoring occurs after all songs have been played for the round. In the depicted example of FIG. 10, the media-based game checks whether all selected songs have been played or scored (Block 1014). The media-based game can playback the next song selection in response to selected songs not yet being played (Block 1010). Players can score each song using the scoring interface 800A of FIG. 8A, for example. In response to all selections being played, the mediabased game can score the round (Block 1016).
[0057] In various embodiments, the round can be scored by accumulating individual scores assigned to each song selection and attributing the accumulated score to the player that selected the song. In some examples, points can be awarded for a predetermined number of places. For example, the top three songs, top two songs, or top song can be awarded points in each round. In some examples, the top song is awarded a maximum point number and subsequent placing songs are each assigned lower point numbers. For example, the first-place song may be awarded 10 points, the second-place song may be awarded three points, and the third-place song may be rewarded 1 point.
[0058] In various embodiments, the media-based game can determine whether all rounds have been scored (Block 1018). A number of rounds can be predetermined according to game type. For example, a quick play might always have a one-round game, two-round game, or three-round game. In some game types, host 106 can select a number of rounds to play. In some examples, all rounds are considered scored when a player crosses a predetermined threshold score. For example, all rounds may be complete in response to a player scoring 100 aggregate points or more. In response to unscored rounds remaining, the media-based game may accept player selections for the next round (Block 1008). In response to all rounds being completed, the media-based game may score the game (Block 1020). Scoring the game can include presenting the final scores or places in interface 800B of FIG. 8B. The final score for each player can be the aggregated scores from each round. In some examples, later rounds can be worth more points than earlier rounds.
[0059] Referring now to FIG. 11, a process 1100 for playing a jukebox game is shown, in accordance with various embodiments. The jukebox game of process 1100 may be played locally at a single location. Suitable locations might include restaurants, bars, or other locations that typically host a jukebox game. Process 1100 can begin by identifying a library for a local instance of a jukebox game (Block 1102). The library can be constrained to songs present in hard copy (e.g., record, compact disk, mp3, or other locally stored format). The library can be based on an online library supported by a third-party music service. In that regard, host 106 can set the library and otherwise manage the local instance of the jukebox game.
[0060] In various embodiments, the jukebox game can connect devices 102 to the local instance (Block 1104). Devices 102 can connect using a local broadcast protocol (e.g., Bluetooth® or Wifi®). Devices 102 can connect using a web interface to enter a unique identifier of the local instance. Once connected, devices 102 can queue songs at the back of the jukebox queue (Block 1106).
[0061] In various embodiments, songs can be queued for free or for a small fee typical of jukeboxes. The jukebox game can automatically queue songs based on popularity at the local instance in response to the queue being empty or containing fewer songs than a predetermined threshold number of songs. The local jukebox instance can play the next song from the front of the queue (Block 1108).
[0062] In some examples, the local instance (e.g., host 106) can open bidding or voting for the next play slot at the front of the jukebox queue (Block 1110). In some examples, the slot can be sold for a value based on the number of songs in queue. In some examples, the players can vote for songs in queue to advance the songs to the front of the queue. Songs can be advanced in response to receiving a predetermined number of votes, for example. In some embodiments, the winning bid can be the first player to bid a predetermined value on the next play slot. The local jukebox instance can move the winning song selection to the front of queue for next play (Block 1112), and the local jukebox instance can play the next song from the front of the queue at the local instance (Block 1108).
[0063] Systems, methods, and devices of the present disclosure can facilitate media-based game play with various scoring methods and interfaces. Although songs are used as the media of choice for exemplary purposes, other media may be suitable for game play. The game may operate in a similar manner with video clips, movie snippets, audio clips, sound bites, articles, websites, or other forms of media amendable to selection and scoring by players. For example, media may comprise songs available from third-party music subscription services. In another example, players may guess a song in response to a sound or brief clip played back audibly.
[0064] Benefits, other advantages, and solutions to problems have been described herein with regards to specific embodiments. Furthermore, the connecting lines shown in the various figures contained herein are intended to represent exemplary functional relationships and/or physical couplings between the various elements. It should be noted that many alternative or additional functional relationships or physical connections may be present in a practical system. However, the benefits, advantages, solutions to problems, and any elements that may cause any benefit, advantage, or solution to occur or become more pronounced are not to be construed as critical, required, or essential features or elements of the inventions.
[0065] The scope of the invention is accordingly to be limited by nothing other than the appended claims, in which reference to an element in the singular is not intended to mean “one and only one” unless explicitly so stated, but rather “one or more.” Moreover, where a phrase similar to “at least one of A, B, or C” is used in the claims, it is intended that the phrase be interpreted to mean that A alone may be present in an embodiment, B alone may be present in an embodiment, C alone may be present in an embodiment, or that any combination of the elements A, B and C may be present in a single embodiment; for example, A and B, A and C, B and C, or A and B and C. Different cross-hatching is used throughout the figures to denote different parts but not necessarily to denote the same or different materials.
[0066] Systems, methods, and devices are provided herein. In the detailed description herein, references to "one embodiment", "an embodiment", "an example embodiment", etc., indicate that the embodiment described may include a particular feature, structure, or characteristic, but every embodiment may not necessarily include the particular feature, structure, or characteristic. Moreover, such phrases are not necessarily referring to the same embodiment. Further, when a particular feature, structure, or characteristic is described in connection with an embodiment, it is submitted that it is within the knowledge of one skilled in the art to affect such feature, structure, or characteristic in connection with other embodiments whether or not explicitly described. After reading the description, it may be apparent to one skilled in the relevant art how to implement the disclosure in alternative embodiments.
[0067] Furthermore, no element, component, or method step in the present disclosure is intended to be dedicated to the public regardless of whether the element, component, or method step is explicitly recited in the claims. No claim element herein is to be construed under the provisions of 35 U.S.C. 112(f), unless the element is expressly recited using the phrase “means for.” As used herein, the terms “comprises”, “comprising”, or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or device that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or device.

Claims

CLAIMS What is claimed is:
1. A process for playing a media-based game, the process comprising: assigning a host of a party for the media-based game; joining players to the party; accepting song selections of the players in the party for a first round of the media-based game; playing a first song selection of a first player in the party; playing a second song selection of a second player in the party; and scoring the first song selection and the second song selection to assign first-round score of the first player and a first-round score of the second player; and scoring the media-based game by aggregating scores from a plurality of rounds, wherein the aggregated score of the first player includes the first-round score of the first player, wherein the aggregated score of the second player includes the first-round score of the second player.
2. The process of claim 1, wherein scoring the first song selection and the second song selection further comprises: accepting first scores for the first song selection from each player in the party in response to playing the first song selection; and accepting second scores for the second song selection from each player in the party in response to playing the second song selection.
3. The process of claim 2, further comprising: aggregating the first scores for the first song to generate the first-round score of the first player; and aggregating the second scores for the second song to generate the first-round score of the second player.
4. The process of claim 3, wherein aggregating the first scores for the first song comprises adding the first scores for the first song.
5. The process of claim 3, further comprising: ranking the first score relative to the second score; and assigning a points based on the ranking of the first score relative to the second score.
6. The process of claim 1, further comprising selecting a category of songs for the first round, wherein the accepted song selections comprise songs in the selected category.
7. The process of claim 1, further comprising revealing the first player and the second player in response to assigning the first-round score to the first player and the first-round score to the second player.
8. The process of claim 1 , further comprising penalizing a third player for leaving the party before accepting a score for the first song from the third player.
9. The process of claim 8, wherein penalizing the third player further comprises deducting a currency from the third player.
10. The process of claim 9, wherein the currency comprises at least one of a fiat currency, a game coin, or a global score.
11. The process of claim 1, further comprising increasing a global score of the first player based on the aggregated score of the first player.
12. The process of claim 1, further comprising penalizing a third player for leaving the party before scoring the media-based game by aggregating scores from the plurality of rounds.
13. The process of claim 1, further comprising increasing a global score of the first player in response to a currency conversion initiated by the first player.
14. The process of claim 1, further comprising converting a global score of the first player to a fiat currency.
15. A process for playing a media-based game, the process comprising: assigning a host of a party for the media-based game; joining players to the party; accepting song selections of the players in the party for a first round of the media-based game; playing a first song selection of a first player in the party; playing a second song selection of a second player in the party; and scoring the first song selection and the second song selection to assign first-round score of the first player and a first-round score of the second player, wherein scoring the first song selection comprises: accepting first scores for the first song selection from each player in the party in response to playing the first song selection; and accepting second scores for the second song selection from each player in the party in response to playing the second song selection; aggregating the first scores for the first song to generate the first-round score of the first player; and aggregating the second scores for the second song to generate the first-round score of the second player; ranking the first score relative to the second score; and assigning points to the first player based on the ranking of the first score relative to the second score. revealing the first player in association with the first song selection and the second player in association with the second song selection in response to assigning the first-round score to the first player and the first-round score to the second player; and scoring the media-based game by aggregating scores from a plurality of rounds, wherein the aggregated score of the first player includes the first-round score of the first player, wherein the aggregated score of the second player includes the first-round score of the second player.
PCT/US2023/074746 2022-09-21 2023-09-21 Systems, methods, and devices for playing a multiplayer game featuring entertainment media WO2024064795A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US202263408748P 2022-09-21 2022-09-21
US63/408,748 2022-09-21

Publications (1)

Publication Number Publication Date
WO2024064795A1 true WO2024064795A1 (en) 2024-03-28

Family

ID=88417327

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2023/074746 WO2024064795A1 (en) 2022-09-21 2023-09-21 Systems, methods, and devices for playing a multiplayer game featuring entertainment media

Country Status (1)

Country Link
WO (1) WO2024064795A1 (en)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130005465A1 (en) * 2011-06-29 2013-01-03 EarDish Corporation Audio playlist selections and related entertainment systems and methods
US9283476B2 (en) * 2007-08-22 2016-03-15 Microsoft Technology Licensing, Llc Information collection during game play
US20210012420A1 (en) * 2019-07-12 2021-01-14 Core Scientific, Inc. Communication network for gaming rewards

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US9283476B2 (en) * 2007-08-22 2016-03-15 Microsoft Technology Licensing, Llc Information collection during game play
US20130005465A1 (en) * 2011-06-29 2013-01-03 EarDish Corporation Audio playlist selections and related entertainment systems and methods
US20210012420A1 (en) * 2019-07-12 2021-01-14 Core Scientific, Inc. Communication network for gaming rewards

Similar Documents

Publication Publication Date Title
US11520559B2 (en) Entertainment server and associated social networking services
US11847882B2 (en) Digital downloading jukebox with enhanced communication features
US11314390B2 (en) Jukebox with customizable avatar
US20070250849A1 (en) Method and device for media quiz
US9817551B2 (en) System and method for recording and sharing music
US20090005141A1 (en) Personalized Multiplayer Media Game or Quiz
US20100228740A1 (en) Community playlist management
US20070088659A1 (en) Distribution of selected digitally-encoded content to a storage device, user device, or other distribution target with concurrent rendering of selected content
US20130005465A1 (en) Audio playlist selections and related entertainment systems and methods
US20230137200A1 (en) Jukebox with customizable avatar
US20210365526A1 (en) Mix tape digital assets in virtual environments
US8353758B2 (en) Amusement device having electronic game and jukebox functionalities
US20230107776A1 (en) Entertainment Server And Associated Social Networking Services
WO2024064795A1 (en) Systems, methods, and devices for playing a multiplayer game featuring entertainment media
US20150169592A1 (en) System and a method for facilitating a platform for one or more users to compete
US20170072302A1 (en) Movie Master Game Method
US20190318567A1 (en) Digital downloading jukebox with enhanced communication features
US20190091558A1 (en) Entertainment and gaming systems and methods
US20180161681A1 (en) Avatar And Sponsorship With In-Game Currency.
US20170072301A1 (en) Moral Dilemma Movie Game Method
Green Podcast Master
JP2021083974A (en) Information processing method, information processing terminal, and program

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 23790500

Country of ref document: EP

Kind code of ref document: A1