GB2455070A - Message based sports result prediction game - Google Patents

Message based sports result prediction game Download PDF

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Publication number
GB2455070A
GB2455070A GB0722556A GB0722556A GB2455070A GB 2455070 A GB2455070 A GB 2455070A GB 0722556 A GB0722556 A GB 0722556A GB 0722556 A GB0722556 A GB 0722556A GB 2455070 A GB2455070 A GB 2455070A
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primary processor
game
player
units
database
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GB0722556D0 (en
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David John Llewellyn Woolley
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Individual
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F9/183Question-and-answer games electric
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • A63F13/12
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/18Question-and-answer games
    • A63F2009/188Details of questions, e.g. with increasing level of difficulty
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/537Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/61Score computation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • H04Q7/222

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A game system 1 comprises a processor 2, a communications network 4 and a number of communications units 5,6,7. The processor 2 receives sporting event data 8 in the form of football or soccer fixtures, and randomly selects one or more fixtures to form sets of fixtures. The processor sends a set of fixtures to each of the communications units 5,6,7 via the network 4, such that players may predict the results and send their prediction(s) back to the processor via the network. The processor compares the predicted result(s) with the actual result(s) of the fixture(s), scores players accordingly and stores the player score data 15,16,17. The communications units 5,6,7 may comprise mobile telephones, and the sets of fixtures and predictions may be sent via email or SMS text messages. The processor may allow a period of time within which predicted results are receivable, and may create a predetermined result, e.g. 0-0, for a player if a prediction is not received within that time. Scores may be communicated to players via the communications units, and scores may be based on factors such as predicting the correct scores and overall fixture outcome. A computer program causing a processor to operate in the required manner is also claimed.

Description

Apparatus for a Game This invention relates to apparatus for a game, for use particularly, but not exclusively, for use in playing a new mobile phone football score predictor game.
Football pools and the like have been in existence for many years. In typical examples players must predict particular types of outcome for some or all of the upcoming fixtures on a list, which is usually all the games being played in a particular football league. Commonly the list is provided on a card and the results are entered on the card before it is submitted to the organiser. However, with modern forms of communication it is now possible to play online over the Internet.
However, football pools games and the like require a high degree of player participation, as it takes some time to complete one's entry, and to submit that entry, however it is done.
The present invention is intended to provide a novel approach, and to allow for a new simpler type of football pools game to be played.
Therefore, according to a first aspect of the present invention apparatus for a game comprises a primary processor, a communications network and a plurality of communication units, in which the primary processor is adapted to receive a plurality of units of sporting event data and comprises a random generator function, in which the random generator function is adapted to randomly select one or more units of sporting event data received in use to produce a player set, in which the primary processor is adapted to produce a plurality of said player sets and to send one to each of the plurality of communication units via the communications network, in which each unit of sporting event data comprises a query, and in which each communication unit is adapted to allow an answer to each query to be provided and sent back to the primary processor via the communications network.
Therefore, the primary processor can randomly select a small number of upcoming football fixtures and send them as an SMS text to the mobile phone of a player. The query referred to above can simply be the user's prediction for the final score in each game. The player then simply texts back their predictions to the primary processor. As such, the minimum of time and effort is required to play, as the SMS text can be received anywhere, and the predictions sent straight back in a matter of seconds.
The primary processor can comprise a database containing a plurality of units of player data, each of which can comprises a communication unit identifier, and can be adapted to comprise the player set sent to that communication Unit and the answers sent back to the primary processor from that communication unit. As such, the primary processor can keep track of exactly which random player set was sent to each user, and store that user's predicted results. The communication unit identifier can be the mobile telephone number.
Football pools games must be completed before the fixtures themselves kick off. Therefore, once the primary processor has sent the player sets to the communication units, it can be adapted to allow a period of time to elapse within which answers to each query are receivable. This period can finish two hours before the earliest of the fixtures in the player set starts, and once this period has elapsed no more answers can be submitted. Alternatively, this period can be fixture specific and can finish two hours before that particular fixture starts, so if a player set includes fixtures which begin at different times, the deadlines can be different for each answer to be submitted.
In a preferred construction if no answer is received for a query within said period of time, the primary processor can be adapted to create a pre-determinecJ answer and store it in the database with the corresponding unit of player data. This pre-determined answer can be 0-0 draw. As such, with this apparatus it is still possible to participate in the game if one runs out of time to submit one's predictions, or if one is unable to do so, for example if a mobile phone signal cannot be obtained.
The primary processor can be adapted to receive a result for each unit of sporting event data. These results will be the final scores of all the games which were originally provided. The primary processor can then be adapted to identify answers in the database which match the results, and create a log of said matches and store it in the database with the corresponding unit of player data. As such, the primary processor automatically identifies a player's correct predictions and creates a log of them.
In order to make the whole exercise into a playable game, the primary processor can be adapted to generate a score for each of said identified matches, and store said score in the database with the corresponding unit of player data. As such, each player receives a score for their efforts, which can be compared against other player's scores, and from which a winner can be identified.
Preferably the primary processor can be adapted to send said score to the corresponding communication unit, so each player can be told how they performed, without having to look up the results of the football fixtures themselves.
The above described invention relates to a single instance of player sets being generated and sent out, and a single instance of answers being compared to results and scores being generated and kept. However, in a preferred Construction the game can be played over a season of fixtures, and the above described process can be performed numerous times.
Therefore, the primary processor can be adapted to receive a sequence of pluralities of units of sporting event data, and in each case to produce a plurality of player sets, to send a player set to each communication unit, and to receive answers from each communication unit. The primary processor can also be adapted to receive a sequence of results corresponding to the sequence of pluralities of units of sporting event data, and in each case to identify answers in the database which match the results and generate a score for each of said matches. In addition, the primary processor can be adapted to keep a running total of said scores and to store said running total in the database with the corresponding unit of player data.
The primary processor can be adapted to send said running total to the corresponding communication unit each time it sends said score, so each player can be told how they are performing over the season. The message can also indicate the player's position in the competition with the other players.
It will be appreciated that the above described apparatus can facilitate numerous types of different game because the query can be anything to do with the outcome of any sporting event. If the sport involves a contest between two teams, such as football or rugby, the query can involve picking the winner, predicting the final score, picking the first team to score, or identifying games which will be draws and so on. If a racing event is the sport, such as motor racing, horse racing or athletics the query can involve picking the winner of the race or predicting their winning time and so on.
However, in a preferred construction the units of sporting data can each comprise the names of two sporting entities due to compete in a particular sport, and a time when the two sporting entities will complete in said particular sport. Preferably the two sporting entities can be football teams due to compete in a football match.
In order to make the game more interesting, in a preferred embodiment each query, answer and result can comprises a plurality of factors, and the primary processor can be adapted to identify answers in the database which match one or more of the plurality of factors of each result, and generate pre-determined scores for each match between one or more of the plurality of factors of each answer and each result. Said scores can be stored in the database with the corresponding unit of player data.
The plurality of factors can be any of the above mentioned factors, but in order to keep the game simple they can comprise the overall outcome, ie which team wins or if there is a draw, and the actual final score. This arrangement is beneficial because both factors are included in a prediction of the final score.
The primary processor can be adapted to generate a score of 1 for each match of an overall outcome between an answer and a result, and a further score of 2 for each match of a final score between an answer and a result. As such, a player scores 3 points for a totally correct prediction, and 1 point if they only correctly identified the winner, or if it was going to be a draw.
It will be appreciated that the above described apparatus can be constructed in numerous ways, but in a preferred embodiment the primary processor can comprise a computer provided with a computer program comprising a random generator sub-program, a database sub-program and a communications sub-program. The communications network can be a mobile telecommunications network, and the plurality of communications units can comprise a plurality of mobile telephones adapted to operate with the mobile telecommunications network.
It will be appreciated that computers and mobile telecommunications networks with mobile telephones adapted to operate with them are known, and the invention could be used with an existing arrangement. Therefore, the invention also includes means to put the invention into effect within existing infrastructures.
Therefore, according to a second aspect of the present invention a computer program product carried by a carrier medium is provided, in which when the computer program product is run on a computer said computer is adapted to form a primary processor for use in creating apparatus for a game comprising said primary processor, a communications network and a plurality of communication units, in which the primary processor is adapted to receive a plurality of units of sporting event data and comprises a random generator function, in which the random generator function is adapted to randomly select one or more units of sporting event data received in use to produce a player set, in which the primary processor is adapted to produce a plurality of said player sets and to send one to each of the plurality of communication units via the communications network, in which each unit of sporting event data comprises a query, and in which each communication unit is adapted to allow an answer to each query to be provided and sent back to the primary processor via the communications network.
The invention can be performed in various ways, but one embodiment will now be described by way of example and with reference to the accompanying drawings, in which: Figure 1 is a diagrammatic view of apparatus for a game according to the first aspect of the present invention; and, Figure 2 is a flow diagram showing the steps of a method of using the apparatus as shown in Figure 1.
As shown in Figure 1 apparatus for a game 1 comprises a primary processor, in the form of computer 2, provided with computer program 3, a communications network, in the form of mobile telecommunications network 4, and a plurality of communication units, in the form of players' mobile telephones 5, 6, and 7. As described further below the primary processor (2, 3) is adapted to receive a plurality of units of sporting event data, which are shown in Figure 1 as units of data 8 stored in a database sub-program 9, and comprises a random generator function, in the form of random generator sub-program 10. The random generator function (10) is adapted to randomly select one or more units of sporting event data (8) received in use to produce a player set, and the primary processor (2, 3) is adapted to produce a plurality of said player sets and to send one to each of the plurality of communication units (5, 6, and 7) via the communications network 4. Each unit of sporting event data (8) comprises a query, and each communication unit (5, 6, and 7)is adapted to allow an answer to each query to be provided and sent back to the primary processor (2, 3) via the communications network (4).
The computer 2 is a known type of PC, which has a known type of operating system 11 running thereon. The computer program 3 is supported by the operating system 11, and it comprises a data input and set up sub-program 12, the random generator sub-program 10, a communications sub program 13 and the database sub-program 9. The manner in which the computer program 3 and its sub-programs 9, 10, 12 and 13 are created is well known and is not further described here. (Figure 1 is a diagrammatic display of PC 2 and computer program 3, and is not intended to be understood as an accurate representation of such an arrangement. In particular it will be appreciated that the functions of the PC 2, the computer program 3 and its sub-programs 9, 10, 12 and 13 will be integrated with each other, and the separate definitions given in Figure 1 may not be entirely appropriate. For example, the random generator sub-program 10 and the database sub-program 9 will interface with other standard systems on the PC to perform their functions, for example the micro-processor and memory storage. Therefore Figure 1 is intended to be understood only as a simple illustration of the functions of the various components of the invention and how they interact with each other.) The PC 2 is provided with an SMS Text sender device 14 adapted to send SMS Texts over the mobile telecommunications network 4. (Communications companies now provide a service whereby an email or other computer based message can be sent to them, and they convert that message into an SMS Text language and send it to a given mobile telephone. In addition, such companies will also receive SMS texts, convert them to an email or other computer based message and forward them to the user. In practice the functions of the SMS Text sender device 14 will probably be provided by such an arrangement.) The database sub-program 9 is shown in Figure 1 as containing three units of player data 15, 16 and 17, each of which includes an identifier 18 and a log 19.
The Pc 2 is provided with a keyboard and a screen (not shown), and otherwise functions in the known way.
In use the apparatus 1 functions as shown in Figure 2. Initially the apparatus must be set up to function, and at a first step 20 the units of player data 15, 16 and 17 are entered into the database sub-program 9 using the data input and set up sub-programl2. (The illustration of the invention shown in Figures 1 and 2 has only three players for ease of explanation, but it will be appreciated that in use tens of thousands of players could be involved. The number of players possible simply depends on the memory space of the PC 2 and its processing power, but this can be augmented if necessary.) The data input and set up sub-program 12 allows for player data to be entered manually by a user of the PC 2, but in most cases each player will send an SMS text from their mobile telephone 5, 6, or 7 to the PC 2, requesting participation, and information sent with that SMS text will be processed by the data input and set up sub-program 12 and will form the basis of the unit of player data, 15, 16 or 17. Each unit of player data 15, 16 and 17 comprises an identifier 18, which comprises at least that player's contact mobile telephone number, It may also include other information such as their name, address and mobile telephone service provider.
In practice participating in the game will cost money, and in the case of the illustrated example it will cost �5 to join and �1 per week for the duration of the game. The game is related to the UK Premier League (UK Registered Trade Mark) football season, and will last for the full 38 weeks of that season. The payment will be billed to each player's mobile telephone account once they have joined, and suitable arrangements will be made between the user of the apparatus 1 and the various mobile telephone service providers to facilitate this. As such, entering the game is simply a matter of sending one SMS text.
The rules of the game do not allow any entries beyond a given date, which will be a set time before the beginning of a UK Premier League football season. Once all the players are entered, the apparatus 1 is ready for use.
At a second step 21 the units of sporting event data 8 are entered into the database sub-program 9 using the data input and set up sub-program 12. This data can be entered manually by a user of the Pc 2, or it can be imported from a suitable file containing the information. There are ten units of sporting event data 8, each of which relates to one fixture in one round of the Premier League. Each unit of sporting event data therefore includes the names of two Premier League teams, and the date and time of their fixture.
At a third step 22 player sets are randomly selected using the random generator sub-program 10. The random generator sub-program 10 randomly selects five out of the ten units of sporting event data to create each player set. The player set allocated to each player is stored in the Jog 19 associated with their unit of player data 15, 16 or 17.
At a fourth step 23 the player sets are sent to the players' mobile telephones 5, 6, and 7 by the communications sub-program 13, which sends instructions to the SMS text sender and receiver 14, which then creates SMS text messages and sends them over the mobile telecommunications network 4. This step will occur approximately 24 hours before the first game in a player set is due to be played. (The fixtures of one round of the Premier League may take place on a Saturday, Sunday, Tuesday or Wednesday, so a player set may be sent out on a Friday, Saturday, Monday or Tuesday.) A typical SMS Text to a player may be: "24 September Arsenal v Fuiham Blackburn v Manchester United September Everton v Portsmouth Liverpool v Chelsea Tottenham v Aston Villa" At a fifth step 24 the players send their answers back to the PC 2 using the SMS text facilities on their mobile telephones 5, 6 and 7, which send texts to the SMS text sender and receiver 14, which sends data to the communications sub-program 13. The computer program 3 then stores these answers in the log 19 associated with the corresponding unit of player data 15, 16 or 17 at a seventh step 26. The exact format of submittable answers can be determined by the user, however in one version the player has to add each team's goal score after that team name. Therefore, a player's SMS text answer may be: "24 September 3pm Arsenal2 v FuihamO BlackburnO v Manchester United3 September 3pm Evertoni v PortsmouthO Liverpooll v Chelseai.
Tottenhamo v Aston VillaO" The rules of the game do not allow any answers to be submitted later than two hours before the kick-off time of that game. As such, the computer program 3 has a clock function (not Shown) which determines by when each player's answers must be received. In most cases a player will send their SMS text answers at the same time, as above, before 1pm on 24 September. However, it is also possible for them to send two SMS text messages back, one relating to the first two fixtures in their player set before 1pm on 24 September, and one relating to the last three fixtures in their player set before 1pm on 25 September.
In the event that a player does not submit an answer within the appropriate time limit, the computer program 3 creates an answer for them and stores it in the log 19 associated with that player's unit of player data 15, 16 or 17 at a sixth step 25. The created answer is always a 0-0 draw. As such a player can still participate in the game if they run out of time to submit their answer, or if they are unable to do so, for example if a mobile phone signal cannot be obtained.
At an eighth step 27 results for each of the units of sporting event data 8 are entered into the database sub-program 9 using the data input and set up sub-program 12. This data can be entered manually by a user of the PC 2, or it can be imported from a suitable file containing the information. This information can be entered when results for all ten fixtures have been completed, or it can be done in a piecemeal fashion as each fixture is completed.
At a ninth step 28 the computer program 3 runs a simple process to identify answers in the logs 19 which are either identical to the entered results, or which are not identical but which have the right team as the winner or a draw when the result is a draw. For each answer which is identical to the result the computer program 3 adds a score of 3 points to a running total stored in the log 19 associated with the corresponding unit of player data 15, 16 or 17, and for each answer which only correctly identifies the overall outcome the computer program 3 adds a score of 1 point to the running total.
At a tenth step 29 the players' scores for that week and their running totals are sent to their mobile telephones 5, 6, and 7 by the communications sub-program 13, which sends instructions to the SMS text sender and receiver 14, which then creates SMS text messages and sends them over the mobile telecommunications network 4. As such, each player is told how they performed, without having to look up the results of the football fixtures themselves. Optionally, this message can also include an indication of a player's running total position in the overall game compared to their competitors.
Once one week's fixtures are dealt with as described above, the same process is started again for the next week of fixtures, starting from the second step 21. Each time the process is run each player's player set, their answers, the results and each player's score and running total are stored in the log 19 for that player's unit of player data 15, 16 or 17. As such, each player's total progress can be viewed.
The rules of the game are that at the end of the 38 week Premier League football season the player with the highest running total wins the game. The winning player will receive a cash prize funded by the revenue generated over the course of the season. Depending on the number of entered players, other prizes can also be made available for any number of runners up.
It will be appreciated that sometimes certain fixtures of one round of Premier League games are delayed, and are not played for one or two weeks after the other fixtures in that round. This does not effect the way the game is played, as a player's predictions are asked for in a timely manner, and their scores will be added to their running totals when those fixtures are eventually played.
Other rules of the game which can be incorporated include allowing for a player's mobile telephone number to be changed during the course of the season.
This is done by sending an appropriate SMS text message to the PC 2, which then alters the identifier 18 in that player's unit of player data 15, 16 or 17. This might be necessary if a player changes mobile telephone service provider. If a player's contract with a mobile telephone service provider ceases and is not replaced, then that player is removed from the game without refund.
If a Premier League fixture is postponed or otherwise re-arranged due to an unforeseen event, such as bad weather, then a player's predicted score for that fixture is carried forward to the re-arranged fixture.
One further rule which can be incorporated if desired, is that each player can play a "joker" for one of the five fixtures in each player set they receive. The player adds the letter J after the predicted result in their return SMS text, and the points awarded for that particular fixture are doubled. It is a simple matter to accommodate this feature by adjusting the process by which the computer program 3 identifies matches between the results and the answers and awards points to a player's score and running total.
Whenever the rules of the game described above have an impact on the operation of the apparatus 1 described above, the computer program 3 can be adjusted to cope accordingly.
The second aspect of the present invention defines means to put the invention into effect within existing infrastructures. The computer program 3 and its various features described above provides support for this aspect of the present invention.
The apparatus 1 described above can be altered without departing from the scope of Claim 1. For example, in alternative embodiments (not shown) apparatuses like apparatus 1 described above are provided, but they are each set up to run a game based on different sporting events, including seasons of football games which are part of leagues other than the UK Premier League, seasons of Rugby games, and even seasons of motor racing events.
In other alternative embodiments (not Shown) the communications network is the Internet, and the communication units are player's PCs connected to the Internet.
As such, the players communicate with the user's PC via emails instead of SMS Text message to their mobile telephones.
Therefore, the invention provides apparatus for a game which facilitates the playing of a very simple new mobile phone based football pools game. In particular, players can enter the game very easily, and playing it each week requires comparatively little effort.

Claims (18)

  1. Claims 1. Apparatus for a game comprising a primary processor, a communications network and a plurality of communication units, in which the primary processor is adapted to receive a plurality of units of sporting event data and comprises a random generator function, in which the random generator function is adapted to randomly select one or more units of sporting event data received in use to produce a player set, in which the primary processor is adapted to produce a plurality said player sets and to send one to each of the plurality of communication units via the communications network, in which each unit of sporting event data comprises a query, and in which each communication unit is adapted to allow an answer to each query to be provided and sent back to the primary processor via the communications network.
  2. 2. Apparatus for a game as claimed in Claim 1 in which the primary processor comprises a database containing a plurality of units of player data, in which each unit of player data comprises a communication unit identifier, and is adapted to comprise the player set sent to that communication unit and the answers sent back to the primary processor from that communication unit.
  3. 3. Apparatus for a game as claimed in Claim 2 in which once the primary processor has sent the player sets to the communication units, it is adapted to allow a period of time to elapse within which answers to each query are receivable.
  4. 4. Apparatus for a game as claimed in Claim 3 in which if no answer is received for a query within said period of time, the primary processor is adapted to create a pre-cletermineci answer and store it in the database with the corresponding unit of player data.
  5. 5. Apparatus for a game as claimed in Claim 4 in which the primary processor is adapted to receive a result for each unit of sporting event data, in which the primary processor is adapted to identify answers in the database which match the results, and to create a log of said matches and store it in the database with the corresponding unit of player data.
  6. 6. Apparatus for a game as claimed in Claim 5 in which the primary processor is adapted to generate a score for each of said matches, and to store said score in the database with the corresponding unit of player data.
  7. 7. Apparatus for a game as claimed in Claim 6 in which the primary processor is adapted to send said score to the corresponding communication unit.
  8. 8. Apparatus for a game as claimed in Claim 7 in which the primary processor is adapted to receive a sequence of pluralities of units of sporting event data, and in each case to produce a plurality of player sets, to send a player set to each communication unit, and to receive answers from each communication unit, in which the primary processor is adapted to receive a sequence of results corresponding to the sequence of pluralities of unit of sporting event data, and in each case to identify answers in the database which match the results and to generate a score for each of said matches, and in which the primary processor is adapted to keep a running total of said scores and to store said running total in the database with the corresponding unit of player data.
  9. 9. Apparatus for a game as claimed in Claim 8 in which the primary processor is adapted to send said running total to the corresponding communication unit each time it sends said score.
  10. 10. Apparatus for a game as claimed in any of Claims 6 to 9 in which each query, answer and result comprises a plurality of factors, and in which the primary processor is adapted to identify answers in the database which match one or more of the plurality of factors of each result, and to generate pre-determined scores for each match between one or more of the plurality of factors of each answer and each result, and to store said scores in the database with the corresponding unit of player data.
  11. 11. Apparatus for a game as claimed in any of the preceding Claims in which the primary processor is adapted to receive a plurality of units of sporting data each comprising the names of two sporting entities due to compete in a particular sport, and a time when the two sporting entities will complete in said particular sport.
  12. 12. Apparatus for a game as claimed in Claim 11, when dependent on Claim 10, in which the plurality of factors comprises the overall outcome and the score.
  13. 13. Apparatus for a game as claimed in Claim 12 in which the primary processor is adapted to generate a score of 1 for each match of an overall outcome between an answer and a result, and a further score of 2 for each match of a score between an answer and a result.
  14. 14. Apparatus for a game as claimed in any of the previous Claims in which the primary processor comprises a computer provided with a computer program, in which the computer program comprises random generator sub-program, a database sub-program and a communications sub-program.
  15. 15. Apparatus for a game as claimed in any of the previous Claims in which the communications network is a mobile telecommunications network, and the plurality of communications units comprise a plurality of mobile telephones adapted to operate with the mobile telecommunications network.
  16. 16. Apparatus for a game as claimed in any of Claims 11 to 13, or Claim 14 or 15 when dependent on any of Claims 11 to 13, in which the two sporting entities are football teams due to compete in a football match.
  17. 17. Apparatus for a game substantially as described herein and as shown in the accompanying figures.
  18. 18. A computer program product carried by a carrier medium in which when the computer program product is run on a computer said computer is adapted to form a primary processor for use in creating apparatus for a game comprising said primary processor, a communications network and a plurality of communication units, in which the primary processor is adapted to receive a plurality of units of sporting event data and comprises a random generator function, in which the random generator function is adapted to randomly select one or more units of sporting event data received in use to produce a player set, in which the primary processor is adapted to produce a plurality of said player sets and to send one to each of the plurality of communication units via the communications network, in which each unit of sporting event data comprises a query, and in which each communication unit is adapted to allow an answer to each query to be provided and sent back to the primary processor via the communications network.
GB0722556A 2007-11-16 2007-11-16 Message based sports result prediction game Withdrawn GB2455070A (en)

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002109128A (en) * 2000-10-02 2002-04-12 Amaterasu Kk Quiz service providing method using e-mail and server system
WO2002066130A1 (en) * 2001-02-16 2002-08-29 Waplications Pty Limited Method of playing a game over a broadcast medium
WO2006039735A1 (en) * 2004-10-11 2006-04-20 5Th Finger Pty Ltd Method and system for conducting a competition

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002109128A (en) * 2000-10-02 2002-04-12 Amaterasu Kk Quiz service providing method using e-mail and server system
WO2002066130A1 (en) * 2001-02-16 2002-08-29 Waplications Pty Limited Method of playing a game over a broadcast medium
WO2006039735A1 (en) * 2004-10-11 2006-04-20 5Th Finger Pty Ltd Method and system for conducting a competition

Non-Patent Citations (7)

* Cited by examiner, † Cited by third party
Title
'4caster' match predictor game, www.4caster.co.uk. *
'Correct-Score.com' 2007/08 match predictor game, www.correct-score.com. *
'MoCoLigue' 2007/08 match predictor game, www.mocoligue.com. *
'Predict to win' 2003/04 match predictor game, www.predicttowin.com. *
'Sportbilly.com' 2007/08 match predictor game, www.sportbilly.com. *
'Strike6' 2007/08 match predictor game, www.strike6.com. *
'ukfpl' 2007/08 match predictor game, www.ukfpl.com. *

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