JP2006506182A - Method and system for playing games on a computer network - Google Patents

Method and system for playing games on a computer network Download PDF

Info

Publication number
JP2006506182A
JP2006506182A JP2004553686A JP2004553686A JP2006506182A JP 2006506182 A JP2006506182 A JP 2006506182A JP 2004553686 A JP2004553686 A JP 2004553686A JP 2004553686 A JP2004553686 A JP 2004553686A JP 2006506182 A JP2006506182 A JP 2006506182A
Authority
JP
Japan
Prior art keywords
player
game
players
system
play
Prior art date
Legal status (The legal status 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 status listed.)
Pending
Application number
JP2004553686A
Other languages
Japanese (ja)
Inventor
ポストレル,リチャード
Original Assignee
ポストレル,リチャード
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
Priority to US10/298,155 priority Critical patent/US20040097287A1/en
Application filed by ポストレル,リチャード filed Critical ポストレル,リチャード
Priority to PCT/US2003/036437 priority patent/WO2004046859A2/en
Publication of JP2006506182A publication Critical patent/JP2006506182A/en
Application status is Pending legal-status Critical

Links

Images

Classifications

    • 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, e.g. casino games, online gambling or betting
    • 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, e.g. casino games, online gambling or betting
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • G07F17/3239Tracking of individual players
    • 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, e.g. casino games, online gambling or betting
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament

Abstract

A networked online game system and method of operation, the system including a plurality of players each operating a game play computer interconnected to a game server computer over a network. The gaming server computer creates a profile for each of the players, which can include the player's game proficiency and the player's socio-economic and physical data. The game server computer combines the players playing the game based on the player's profile (as teammates or opponents), monitors the games played by the combined players, and sets adjustable parameters for the games played Change and manage the reward point calculation given to each player.

Description

  The present invention relates to computer games, and more particularly to computer games in online groups on a computer network.

  Computer games have become extremely popular, dedicated game consoles such as MICROSOFT XBOX, NINTENDO 64 and GAMECUBE, SONY PLAYSTATION and PS2, and handheld products such as GAMEBOY and GAMEBOY ADVANCE, and games on general purpose personal computers Proven by the prevalence of software use. Recently, games are included in portable devices such as mobile phones, pagers, PDAs and the like. In addition to playing a game with one to four players on a single gaming machine as listed above, the use of a computer network allows remote players to use their respective gaming machines. Makes it possible to connect with each other and play games against each other. This has created an online gaming society that does not require the physical presence of an opponent or teammate to play the game.

  However, online or networked games are in their early days. Prior art game systems do not address critical functions related to online games such as player balance (opponents and teammates), technology determination, player profile creation, compensation compensation system, payment system, and so on. The present invention addresses many of these issues in order to introduce an online networked gaming system that is advantageous in many respects over the prior art.

  Accordingly, it is an object of the present invention to provide a networked gaming environment that overcomes these and many other problems of the prior art.

  In a first major aspect of the present invention, an online game system and method for its operation, monitoring and management are provided. The system has a plurality of game play computers selectively interconnected on a computer network, each game play computer for one or more other game play on the computer network. Configured to play games with a computer. One or more games on a computer network by a game server computer for management and monitoring of games performed by, among and within the players by a player operating the game play computer • selectively interconnected to a computer for play. In particular, the gaming server computer is programmed and configured to create a profile for each of the players associated with the game playing computer. The gaming server computer combines, based on each player's profile, to play at least two of the players with each other (as teammates) or against each other (as opponents), after which It is possible to monitor some or all of the games being played by these players.

  The profile created by the gaming server computer can include the player's game proficiency (ie his or her skills in performing a particular game or performing a particular aspect of that game). Yes, it can be verified by the gaming server computer by observing the player playing the game on the computer network or by giving the player a predetermined test based on the technology used to play the game is there. For example, when a player has reached a predetermined play level, when the player has played less (or more) than a predetermined number of games, or when a player has won (or lost) a predetermined number of games, a predetermined time The player may be retested as required by the gaming server, such as when the amount has expired. The player's game profile is also based on the player's socio-economic data such as the player's age, player's gender, player's occupation, player's leisure hobby, player's desire, and player's income level. Is possible. The socio-economic data provided by the player can be verified by the gaming server before the player can be combined with other players, the confirmation being extrinsic or intrinsic.

  The player combination can be executed by the game server computer in various ways. In a simple case, the gaming server computer combines two players to play a game against each other on a computer network, or forms a team of players to play a game against each other. The player can make a request to the game server computer to combine with another opponent or another teammate player. A request for a combination can also be issued by the gaming server computer. For example, a player may be required to be combined to play against (or together) a player such as another country, or the same state, or about the same income, or even a higher IQ. Players can also be combined based on the past play history of the players or other players that each has already played. The system can be funded by an organization, such as a company that wishes to advertise to the system, which may be in exchange for a prize offering to a winning player or team. A sponsor may require that certain types of players be combined, for example, to help promote the sponsored product or service.

  Once the gaming server computer has determined an appropriate match (or multiple matches), the gaming server computer then issues an invitation to the match player, which is an email message, such as an instant message (IM). , Automatic voice calls, game play computer pop-up screens, lighting or activation of guidance icons on game play computer screens, a series of voices and other forms. If the player responds with an acceptance, the game is then started and the game server computer can monitor the play.

  Games can be assigned to them by the game server based on the player's profile (eg based on their proficiency, their socio-economic profile, physical characteristics, geographical location, etc.) It is possible to have

  The present invention can also give consideration to players that meet certain criteria, which are devised by sponsors or players who want to find certain types of players to perform that meet certain criteria. The consideration may be a reward that the requested player plays the requested player. For example, if a relatively poor proficiency player wants to play one of the higher proficiencies, he pays the player as a reward (in the form of cash, game credits, reward points, etc.) It is possible to give. For example, if some amateurs bid to play against Tiger Woods in an online golf tournament, relatively low proficiency to compete for the right to play one of the relatively high proficiency levels An auction can be held by several players at a time.

  A player board or lobby that can request the requesting player to review and issue an invitation to the gaming server can be provided with a list of available players. The player board can list only players that are logged on or otherwise currently available, or all players in a pre-defined category (eg with batting rates above 0.350) All baseball players) can be described.

  The system is configured to allow the game server computer to change the controllable parameters of the game either before the game starts or while playing on a real-time basis. Such changes can correspond to predefined criteria such as player proficiency levels (eg, make it more difficult for good players), or the changes can be made randomly. Is possible. A handicap that is commensurate with a relatively weak player can be assigned to a relatively good player.

  In a second main aspect of the invention, the online gaming system is awarded reward points (similar to royalties or mileage points) and / or can be incorporated into the current reward statement held by the player. Provide redemption. For example, if a player wins a game, the player can be awarded 1000 American Airlines points. The number of points awarded to a player can be correlated to the proficiency of the player (so that a player with a relatively high level of proficiency is awarded with a relatively low number of points awarded, or vice versa) Or can be correlated to the complexity of the game being played. Points are various events (for example, defeat in games, ordering extra games, paying other players to play games, failing pre-defined game play criteria, ordering longer game play times, etc.) Can be deducted. Similarly, points can be added at various events (eg, winning a game, receiving payments from other players playing the game, etc.).

  The system of the preferred embodiment is depicted in block diagram form in FIG. What is shown is a wide area network (WAN), such as the Internet, in the preferred embodiment, but of course, the present invention generally refers to a variety of references to game play computer 2 and game server computer 4. A computer network 14 that can relate to any infrastructure that provides wired or wireless communication of computer devices. The game play computer 2 interfaces with game software that the user or player executes locally (ie on the game play computer 2) or remotely (ie other computer devices interconnected on the network 14). Or any type of dedicated or general purpose computing device that may allow interoperability. Representative examples of game play computers are general-purpose personal computer 2a, laptop computer 2c, and MICROSOFT XBOX, SONY PLAYSTATION or PS2, and / or NINTENDO 64, GAMECUBE, or GAMEBOY / GAMEBOY ADVANCE, all well known in the art. Is a game console 2b that can be of the type known as A television receiver configured with a suitable set-top box can be used as the interactive TV 2f. In addition, wireless devices such as personal digital assistants (PDAs) 2d and mobile phones 2e can communicate with the wireless or cellular network 12 via the antenna 10, which in turn is another game. Communicate with the network 14 for uninterrupted communication with the playing computer and / or the game server computer 4. These gaming devices 2a, 2b, 2c, 2d, 2e, and 2f are generally referred to as game-playing computers 2 for clarity throughout this description.

  The game server computer 4 provides many functions and services to the game play computer 2 that together form a game group. The gaming services described herein are shown to run on a single platform, but of course as many platforms as desired or required (eg, for appropriate scalability). Can be distributed over. The allocation of services described herein is well known in the art and need not be described in further detail.

  In general, therefore, all game playing computers communicate with the gaming server computer in a selective manner on the computer network 14 to achieve the objectives described herein. The present invention contemplates operation between as few as two game play computers on a network and thousands or more game play computers. The game playing computers communicate selectively with each other and / or the game server computer, which can choose to have his or her game playing computer online as a particular player desires. Yes, or it means you can leave the gaming network as he wants.

  The present invention functions with respect to games played by a game playing computer over a network, where the game is any type of activity or competition based on rules between or among two or more players with goals that are reachable to the players. (One player can be countered by a gaming server computer). Games include but are not limited to knowledge-based games (eg trivia knowledge games), creative games, personal or team sports (baseball, football, soccer, hockey, golf, tennis, etc.) games, chance games (poker, Blackjack, bridge, etc.), role playing games, fantasy games, history games, war games, problem solving games, puzzle solving games, competition, rehabilitation games, etc. The game can also include simulation events such as popular flight simulator programs.

  The game server 4 will now be described in detail. The game server in the present invention creates a player profile on the game play computer, measures the player's skill, combines the players for game play, awards in the form of reward points, and rewards for each player. It provides many functions and services such as point calculation management and game monitoring and analysis.

  Referring to the block diagram of FIG. 2 and the flowchart of FIG. 5, the main logic components of the game server computer perform all necessary processing and logic functions and control the processor server 22 operation. And a network interface 28 that controls all physical and logical interface functions between the gaming server and the computer network. The processor registers as a player profile database 18 for storing all profile data relating to players (game groups) belonging to the game system, a game database 23 for storing game parameters, functions, and the like, and a system membership. Operates in conjunction with a sponsor database 25 that stores information about various sponsors and advertisers (described in detail below). The processor 22 also works in conjunction with a proficiency testing algorithm 26, game parameter change algorithm 30, reward point algorithm 32, player combination algorithm 34, profile verification algorithm 36, player combination request 38, all of which are described in detail below. Works. Gaming server computers have additional components that are well known in the computer art, but they are not shown here for the sake of simplicity.

Player Profile Each player, otherwise a subscriber who is involved with the game system of the present invention, is given a player profile, which is created, maintained, modified and stored by the gaming server. Each player's profile is stored in a player profile database 18 that holds a plurality of player records 16 as shown in FIG. Each player record 16 includes player proficiency 16a, socioeconomic data 16b, physical data 16c, past game play history 16d, player availability 16e, and reward points 16f. Although the data topology illustrated in FIG. 3 shows a single player record 16 associated with each player in the database, the structure of the database may be any method known in the art (eg, one Or the use of several databases on multiple distributed computers).

  Proficiency data 16a is created for each player and stored in his profile record 16 and can be periodically revised by the gaming server when certain situations occur. An example proficiency record for player A is shown in FIG. The gaming server ascertains a player's proficiency level or skill level with respect to a particular game, a particular role within the game, and / or game skills that can generally be applied to some types of games. For example, the game server can determine that the skill level of a player who plays a simple game such as PAC-MAN is in the class of beginners, and further, in a space war game (eg, STAR WARS) It is possible to determine that his skill level as a pilot is intermediate and may be different from his skill level (expert) as a shooter in the same game. The methodology for determining grades and assigning descriptive ranks as shown in FIG. 4 can vary according to the system designer's objectives (one paradigm is essentially limiting the time to perform certain actions). Not playing games (eg bridges).

  The game server 4 uses one or more of a variety of methods to determine and manage player proficiency results within the present invention. The proficiency of a player that will be used to perform a player combination as described herein can be measured in several ways. The gaming server takes a passive approach and simply monitors or supervises the game played by the player against other players on the network, and various categories of results, the results of the game, It is possible to record the time required to reach the skill level or proficiency level and end the game. If the player's opponent has proficiency scores stored in the game server, those scores can be used to adjust up or down. For example, when a new player battles an opponent rated by a master, his skill record should be adjusted upwards to reveal the high skill level he has confronted, and vice versa.

  In another alternative to monitoring the actual game play between the new player and the opponent to determine the proficiency of the new player, the gaming server can use FIG. 2 to ascertain his skill level. A proficiency testing algorithm 26 as shown in FIG. This method of determining skill levels provides a more uniform baseline for objectively measuring skill levels than observing actual game play because it is more than a theoretical framework for controlled testing. This is because many variables are introduced into the game play. For example, a player can be given a series of controlled operational actions that are performed in a pilot skill level check, and the results can be analyzed and stored in the proficiency record 16a. Since everyone will be given the same set of operational actions to complete, the resulting performance will be an accurate reflection of the skill level of the player in relation to everyone taking the exam. In another paradigm, a player's proficiency with respect to a card game is to give him the same hand as everyone else taking the test, and let the gaming server computer analyze his actions and counteract him. It will be judged by letting you play. Players can be given a series of related tests to determine overall game performance, as well as the special skill tests described herein. The results of the proficiency test are stored in the proficiency data record 16a for later player combinations as described below.

  The player can be reevaluated at some time after his initial proficiency score has been written to the record. For example, a player may need to be retested after he reaches a certain level of play (eg, master status), or after he has played more than a certain number of games (or If he plays less than a certain number of games in a certain period of time), or if he wins (or loses) a certain number of games, or if a predetermined time has elapsed Can be retested. A player's proficiency level can also be revised based on the results of games he has played over time. For example, once a novice player reaches a certain level in the game, he can be promoted to an intermediate position. In addition, if a player fails to play a game for a pre-determined time period, he can be required to be retested before playing, or he can automatically Can be downgraded to

  In addition to game proficiency data, the player profile also stores socio-economic data 16b and physical data 16c as shown in FIG. Socio-economic data includes player age, player gender, player occupation, player leisure hobby, player desire (eg he may want to be an aircraft pilot), and player income Levels can be included. The physical data may include the player's height, weight, and / or person impression. For example, real-time video and / or audio data is similarly obtained by using a webcam or microphone or similar device to obtain video and / or audio samples of the player for later combining and / or verification purposes. It can be included. This data can be used by a combination process to determine a particular type of player antagonism as described below.

  In addition to the “static” physical data listed above, the player's physical profile can include biofeedback data that is more prone to change over time. For example, the game system can be configured with a biofeedback sensor such as a thermometer or a heart rate monitor. Data obtained from these sensors during game play can be stored in the player's profile and used for combinational purposes as described below. Biofeedback data can also be obtained separately from game play. For example, a player can wear a heart rate monitor all day and then plug it into his gaming computer (or use a wireless connection) to supply the resulting data, which is then stored Uploaded to the game server. Players can also be given wearable items such as virtual headgear or built-in clothing with built-in sensors so that actions taken by various parts of the body can be detected, recorded and used for gaming Uploaded to server computer.

  The socio-economic data provided by the player can be verified by the game server's profile verification function 36 before the player can be combined with other players, this confirmation being either extrinsic or intrinsic. It is sex. For example, if a player indicates that he is a 14 year old boy in the form of a profile entry but is in fact an adult, a confirmation will be made to determine that this individual is attempting to give an incorrect profile. A method will be introduced. Exogenous confirmation relies on methodologies outside the game system, while intrinsic confirmation relies on methodologies inside the game system. For example, the game system checks a pre-existing database (using address information, social security number, telephone information, e-mail address, game computer IP address, etc.) and the above-mentioned adult player misrepresents age Judge that. Confirmation is critical to providing an appropriate review function and provides a level of protection for groups of online games that use the system. Intrinsic, such as the use of artificial intelligence (AI) or fuzzy logic analysis to determine whether a player's game playability and performance are likely to be from the type of person the player shows in his profile Gender confirmation methodologies can also be used. For example, if a player says he is a 10-year-old girl but her play tendency indicates statistically that this player is more likely to be a 45-year-old man, this confirmation Will raise a flag against the server. Also, the use of a PIN (Personal Identification Number) that can be obtained by purchase at a retail store or other physical direct sales store can be used for verification. In addition to providing a mechanism for obtaining compensation that allows players to play within the system (ie, requiring a valid PIN to play an online game), the salesperson purchases the PIN. It is possible to obtain physical data about the individual who plays and report it to the gaming server. For example, if a 45 year old man purchases a PIN, the PIN will be returned to the gaming server with data indicating that he is a 45 year old man. If someone logs in to the system with that PIN, but the profile data entry indicates to the system a different age and / or gender, a confirmation flag will be raised by the gaming server.

  In addition to player profiles, team profiles can be used. Thus, teams formed for war game play can have a collective profile with collective proficiency scores and the like. The team profile can be used in the same manner as the player profile for combinational purposes as described herein.

Player Combinations The player combination methodology introduced by the present invention is discussed with reference to FIG. The processor 22 executes one or more player combination algorithms 34, which may be based on the player's request to be combined with other players (either teammates or opponents), for example. The processor operates with a player combination algorithm 34 to determine the appropriate player to antagonize based on the player profile 16 stored in the database 18 as described above.

  In a simple case, in order to play a game, a player issues a request 38 to be combined with an opponent to the game server via his game playing computer. For example, player 1 may wish to play game HALO and may request the game server to determine an appropriate opponent to play against player A. When player A makes a request to the gaming server, the gaming server then uses one or more player combination algorithms to determine an appropriate list of players that would be suitable to play against player A. Use. The list of opponents to be combined is then sent to him for display on Player A's monitor, and Player A can then select the desired opponent. For example, if player A is given 10 names for selection, he may find one who is familiar and choose that player. Features of the player's profile can be displayed along with the player's name, such as the state or age group in which the player resides, his performance history (his HALO record) in the selected game or other game, etc. . This data is useful to the player in determining the desired opponent. This will be described in more detail below.

  Once the player has selected the desired opponent (or teammate, determined on demand), the selection is shown back to the gaming server. The gaming server uses the nickname selected from the selected player's profile and determines the preferred means of contacting the player to issue an invitation. For example, if player A selects player B, the gaming server checks player B's profile and determines that he should be sent an instant message (IM) if he matches someone. To do. Thereafter, the gaming server sends an IM to player B, indicating that player A has requested him to play the HALO game. At that time, Player B can accept or decline the invitation. If Player A does not respond within a timeout period (eg 10 minutes), an alternative contact mode (eg email, voice call, etc.) is attempted. If Player B declines, Player A is given another opportunity to select an alternative opponent, and the invitation / response cycle continues until the player accepts the invitation and play begins. If Player B accepts, play begins between Player A and Player B.

  Players are combined by a gaming server to play games against each other based on their level of proficiency. Therefore, when the player A requests an opponent having the same skill level, the game server finds an opponent having the proficiency level of the game within a certain range. For example, if player A is an intermediate player, he will be given a list of intermediate players to select. If numerical results are stored instead of descriptive terms, a range corresponding to that of the requesting player can be given. In some cases, it is possible to only be given a list of intermediate players that are currently available (recorded in the system) so that he can only select someone who can respond to play. I will. The gaming server can also be configured to exclude players that currently indicate that they do not want to play HALO, so that they can request a play of the HALO game for a predetermined time. You will not be bothered.

  A player can respond to play and can be automatically combined with other players by simply indicating that the gaming server agrees whenever he combines with other players. This scenario can impose penalties (discussed below) such as losing reward points for players who decline to play later.

  A player can request to “play on”, that is, play with an opponent with a higher proficiency rating than the player. For example, player A may be a beginner but only want to play against an intermediate player. Since most intermediate players may not want to play against the beginner ("playing down"), the game server and / or requesting player can play with the requesting beginner. It may be necessary to provide some sort of reward to force you to do. As will be described in more detail below, in an embodiment of the invention having a reward point feature, such a reward can be a transfer of reward points from the requesting player's account to an intermediate player, and To allow him to play with the requesting beginner player. Other types of rewards can also be used, including cash payments (which can be made in the form of e-commerce using various Internet e-commerce technologies), credit card payments, etc. It is.

  In another alternative embodiment, several players can compete in an auction-like setting for the right to play with better players. For example, if 10 players want to play against a player known to be a master of HALO, the gaming server can set up a limited time auction process. Thereby, the highest bidder gets a better player service in exchange for the bid price. In this event, the gaming server initiates an auction at the request of one or more requesting players, or a player requesting that his service be auctioned to a player with a lower proficiency rating Is possible. When the auction is complete, the winning bidder can transfer the agreed consideration to the opponent and then play can begin. The player's auction process is particularly appealing with celebrity settings. For example, an auction can be held for the right to play against Tony Hawk in a skateboard game or against Tiger Woods in a golf tournament.

  One major advantage of a networked gaming environment is the ability to form teams with players from various locations for team play. In a simple case, in a hockey game, two players can be combined as teammates by the system against two opposing players. Team A players A and B will play against Team 2 players C and D. Player A is assigned the goalkeeper's defensive position, player B is assigned the skater's defensive position, and so on for Team 2. Thereafter, all four players can play together on the computer network. In more complex scenarios, dozens or hundreds of players can be organized into two or more teams for complex game play scenarios. For example, a world war game can be played on a US team, a Canadian team, and an Australian team. Each team can be made up of various roles, such as the national president, defense minister, military commander, naval general, pilot, infantry, etc. Each role will be filled with a player having a pre-defined profile feature as described herein. Thus, the commander's role may require a high level of proficiency in the game, or certain socio-economic characteristics such as college education, while military cooks may require only high school education There is sex. The pilot's role requires proficiency in piloting (as confirmed by flight simulation tests), while the president's role may require proficiency in world diplomacy. In a further paradigm, the game can limit members of the US team to people living in the United States so that “spys” do not infiltrate the US team from Australia.

  Teams can also be combined with each other based on their respective team profiles, which are collective profiles similar to single player profiles as described above.

  Other player combination scenarios, such as combinations via physical features stored in the player profile and / or biofeedback data, are embodied in the present invention. Players can make requests such as only female opponents or groups of certain ages. The game server is provided with a screening control function if desired by the player. For example, it can be displayed that a young woman does not want to be adapted to men in the age group of 35-45 years old. These types of sieving and parental control features will be important in this gaming society, which is open to virtually anyone who wants to participate. In addition, photos or other images can be stored in the player profile, which can request a combination based on the expected opponent's image if desired.

  Game play history data is stored in the player profile shown in block 16d. Players can be combined with each other based on their past play history. For example, a gaming server computer may indicate that Player A has played against Player B 10 times in the past, and that each game has won five opportunities and each game has ended relatively close. It is possible to determine. This indicates that Player A and Player B are in relatively close skills in the game, regardless of the stored proficiency level, and the game server uses this information for subsequent combination creation. Would be used (eg, Player B could be replaced by Player A if he is not available to play with other players in the game). Similarly, even if the players A and B have similar proficiency results in a game, but the player A always beats the player B, the game server computer stores the past play history information. Used for subsequent combination scenarios.

  Players can be combined with each other as teammates or opponents based on data in the player's socio-economic profile record. Although not limited, socio-economic data can include player age, player gender, player occupation, player leisure interest, player desire, and player income level, and player ideological trends. . Thus, for example, a player may require that only Republicans, only college graduates, or only men be combined.

  Player combinations can be fully and / or automatically controlled by the gaming server computer, or can be controlled in part by a player requesting a player combination request 38. When fully controlled by a gaming server computer, the player requires that it be combined with other players to play, and the gaming server computer is pre-programmed including those described herein. The optimal combination is determined based on the parameters and priority. For example, the gaming server will find a potential opponent with the closest proficiency level in the requested game, who has been a member of this game group for the most recent period and has the most similar socio-economic profile Can be programmed. The best person will be invited to play, and if he accepts, play will begin. If he rejects the invitation (a timeout with no response is considered a rejection), the next closest partner is invited, and so on. In this manner, the requesting player has no adjustments regarding the person he can play. In another mode, the requesting player can be given certain options, for example, can choose a criterion with the highest priority (close proficiency, close income, etc.), then The game server automatically executes the selection / invitation process. The player can also be given further adjustments by providing a list of possible candidates after the combination process has been performed, from which the requesting player can play by the gaming server as described above. Select a player to invite to.

  Invited players can decline to play to the requesting player ("selective play"), but in an alternative mode, the invited player accepts the invitation issued by the gaming server Must be done ("need play"). In this case, the player is rewarded (eg in the form of reward points) for making himself available for a certain amount of time and every day, but when the gaming server and / or requesting player decides on the combination, he plays. Must. This provides a system that is always available to players and generally facilitates the use of the system.

  Players can also be selected on a “first-come-first-served basis” and are selected by the gaming server for play by the first available player that meets certain combination criteria.

  A leaderboard or “top ten” type list may be provided to show the best players and their point totals and the like. It can also indicate who is currently playing what game against whom.

Game Play Many types of games can be played under the present invention, ranging from one-on-one games to complex team play, including players around the world. Games include opportunity games, skill games, fantasy role-playing games, history games, knowledge-based games, future games, psychological games, and sports games. Multiple team leagues can be formed, which can then be maintained after the player combination process is executed. Tournament play can be performed with the present invention, and players enter and exit at various times. In this context, the tournament can be made to endless without a complete winner, and players can take away the value for their successful play. As will be discussed later, this is particularly useful with respect to the reward point embodiment of the present invention.

  The game server utilizes a game parameter change algorithm 30 to change the parameters of the game being played, either in real time or before the game is played. Real-time changes allow the game server to monitor (monitor) the game being played and change the behavior based on the situation of the game, its players, and the like. For example, assume that player A is playing against player B in a hockey game. Player B then has a number of rushes to player A's goal keeper, all of which are tied to the goal, and can be exceptionally strong against player A. The gaming server sees this and can improve the ability of player A's goalkeeper to face even more difficulties in scoring player A against player A in their environment. This change can occur on a one-time basis (only that game), or can occur every time Player A and Player B face each other in a hockey game, or It can happen every time you play a hockey game with a nice person. By monitoring real-time events during the game, the gaming server can adjust certain parameters and thus change game play.

  The amount of game parameter change can correspond to the proficiency level of the player. Thus, beginner players with relatively low grades can be given more changes to assist them throughout the game, and the relative inability and excessive frustration of playing that game. It is not accompanied. Even if the prior art game offers various levels to the game and the player shows his skill level and gets game play with the appropriate difficulty level, the present invention Since the game is adjusted in real time without the need for the player to start again, a more adjustable environment is provided. Furthermore, the level of information that the game server introduces to parameter changes is clearly superior to prior art methodologies. In an alternative embodiment, instead of the selective changes as described herein, the gaming server can introduce random changes into the game. For example, in a game played by highly skilled players, certain randomly changing game parameters can help increase the difficulty of the game in an unpredictable way, Increases the enjoyment of the game for these highly skilled athletes.

  In some cases, the gaming server can select players to play with each other when one player has a relatively high level of proficiency, and then assign a handicap to that player to play the game. Flatten the field. This handicap can be similar to a golf handicap and adds points (or may be deducted depending on the case) to a good player's performance. The game handicap can also serve to increase the difficulty of playing only for good players, rather than touching the final results as in golf. The use of a relatively good player can occur randomly, or can be at the request of a player with a lower skill, or at the request of a player with a higher skill It can be, or it can be at the request of a team trying to complete a roster with good players.

  A game is envisioned that allows remotely resident players to play with each other using the same physical data as a basis for play. For example, in a space-based game, two or more players can view the celestial structures that are approaching the telescope, and the game will be based on their reaction to these structures (the so-called “ Astronomy game).

  Players can play to win reward points as described below. In addition (or in some cases), players can be compensated for good play, such as by awarding a title (like a chess master). It is also a feature of the present invention that players compete for a job that may be available from the employer. For example, a company may announce that a certain game or competition best player is awarded a job.

Reward Points This online game system provides awarding and / or redemption of reward points (similar to royalties or mileage points) that can be incorporated into the current reward statement held by players. By utilizing a reward point algorithm as described herein, reward points can be stored locally in a record associated with each player (ie, tied to the player's profile). As shown in FIG. 1, the gaming server is selectively connected to a reward point computer 7 operated by another organization in which the player has separate point calculations such as mileage point calculation, rental car point calculation, etc. Is in an active communication state. The game server periodically communicates with the external reward point computer 7 to change the player's calculation point total. Regular reconciliation with external reward point computers can be performed as desired by the organization. For example, Player A has an American Airlines current mileage point calculation, and there are 10,000 points in the calculation. Because of the victory in some games within the game system of the present invention, he is awarded 2,000 points to his reward point statement 16f on the gaming server. Player A chooses to have his points copied to the American Airlines (AA) statement and makes a request to the gaming server to do so. The gaming server initiates a transaction with AA, (1) Player A's AA statement is carried up to 12,000 points, and (2) AA is compensated for increased penalties associated with Player A. To that end, the consideration is transferred from the gaming server to AA's point computer (or any AA's accompanying statement). Here, Player A can use his increased number of AA points as permitted by AA (ie, obtain free tickets, upgrade grades, etc.).

  It is also possible that the reverse process takes place, where player A increases his game reward points statement 16f on the gaming server and correspondingly decreases his point totals in his AA statement. Is possible. In this event, the game server is compensated for the exchange of points as the consideration flows from AA to the game server.

  Reward points for the game are reached in a number of ways as shown in reward point algorithm 34, for example by winning a game and / or tournament, by reaching a certain level of play in the game (as described above. To be paid for performing certain games and / or game levels that are relatively fast time, such as by being “paid” for playing against a lower opponent Is possible. Game reward points are also paid in many ways by players, for example, paying to play a game, or allowing access to a premium game, or “playing up against a good player” Can be used by paying for, increasing play time, failing to meet certain levels during the game, receiving support from the game server during the game, losing the game, etc. It is possible (ie the total amount of his statement is reduced).

  The number of reward points awarded to a player for winning the game can be correlated to the level of his skill. Thus, a player with a superior skill can win fewer points than a player with a lower skill for winning a particular game, or vice versa. The number of points awarded can also be correlated to the complexity of the game being played, thereby rewarding the player for playing a more demanding game.

  The sponsor database 25 is maintained on the game server computer. The game system can use these sponsors to award system players. Sponsors are given an opportunity to advertise within the system in exchange for awarding a prize. On the other hand, the award can be earned by the player in exchange for the points earned as described above. Thus, for example, it may be possible for NIKE to choose to become a sponsor of the system and to provide the system with a Tiger Woods golf shirt in exchange for advertisements being provided to game players.

  An alternative to holding the reward points in the local statement for each player is that the gaming server can choose to immediately transfer the points to a pre-designated external computer.

It is a block diagram which shows the system of this invention. It is a block diagram which shows the server computer for games. It is a block diagram which shows the database of a player profile. It is a figure which shows concretely the record of a player's skill level. It is a flowchart which shows operation of the outline of this invention. It is a figure which shows concretely the screen shot used by this invention.

Claims (188)

  1. A method for operating a networked game system comprising:
    Creating a profile for each of a plurality of players associated with a game play computer interconnected with a game server computer over a computer network;
    Combining the game server computer with at least two of the players playing a game based on the profiles of each of the players;
    Each of the combined players using the game playing computer associated with them to play a game with each other on the computer network.
  2.   The method of claim 1, further comprising the game server computer monitoring at least a portion of the game being played.
  3.   The method of claim 1, wherein creating a profile for each of a plurality of players includes ascertaining a player's proficiency and including the ascertained proficiency in the player's profile.
  4.   4. The method of claim 3, wherein ascertaining a player's proficiency includes ascertaining a player's proficiency for a game played on the game playing computer.
  5.   4. The method of claim 3, wherein the step of ascertaining a player's proficiency includes the step of providing the proficiency test by the game server computer to the player on the game play computer.
  6.   6. The method of claim 5, further comprising the step of the game server providing an additional proficiency test to the player on the game play computer when a retest situation occurs.
  7.   The method of claim 6, wherein the retest situation is satisfied when the player reaches a predefined level of play.
  8.   The method of claim 6, wherein the retest situation is satisfied when the player has played at least a predetermined number of games.
  9.   The method of claim 6, wherein the retest situation is satisfied when the player plays less than a predetermined number of games.
  10.   The method of claim 6, wherein the retest situation is satisfied when the player has won a predefined number of games.
  11.   The method of claim 6, wherein the retest situation is satisfied when the player expires a predefined amount of time.
  12.   Based on the result of the game played, the game server gives reward points to at least one of the players, and the reward points are stored in a reward point calculation attached to the player, The method of claim 6, wherein the re-test situation is satisfied when the number of reward points awarded to exceeds a predetermined threshold.
  13.   Based on the result of the game played, the game server gives reward points to at least one of the players, and the reward points are stored in a reward point calculation attached to the player, The method of claim 6, wherein the re-test situation is satisfied if the number of reward points awarded to is less than a predetermined threshold.
  14.   Based on the result of the game played, the game server gives reward points to at least one of the players, and the reward points are stored in a reward point calculation attached to the player, The method of claim 1, wherein the are combined based on the number of points in their respective statements.
  15.   4. The method of claim 3, wherein ascertaining a player's proficiency includes measuring the player's proficiency performance for a game played by the gaming server on the game-playing computer.
  16.   16. The method of claim 15, further comprising the step of revising the player's proficiency performance based on the results of a game played by the player.
  17. The game server measuring the proficiency level of the player;
    The game server computer performing a game proficiency test on the player;
    The player performing a proficiency test of the game performed by the game server computer;
    Generating a proficiency score for the player for the player, based on a pass of the user performing the test, representing the proficiency of the player in the test;
    16. The method of claim 15, comprising: the gaming server computer storing the player's proficiency scores in memory.
  18. The game server measuring the proficiency level of the player;
    The game server monitoring a game played by the player;
    Generating a proficiency score for the player, based on a pass of the player playing the game, representing the proficiency of the player in the game;
    16. The method of claim 15, comprising: the gaming server computer storing the player's proficiency scores in memory.
  19.   The method of claim 1, wherein creating a profile for each of a plurality of players comprises a player entering socio-economic profile data into the gaming server over the computer network.
  20.   20. The socio-economic profile data is selected from the group consisting of player age, player gender, player occupation, player leisure interest, player desire, and player income level. The method described.
  21.   20. The method of claim 19, wherein the socio-economic profile data input by the player to the gaming server is verified by the gaming server before the player is combined with other players.
  22.   The method of claim 21, wherein the gaming server verifies the socio-economic profile data by an exogenous method.
  23.   The method of claim 21, wherein the gaming server verifies the socio-economic profile data by an intrinsic method.
  24.   The game server computer combining at least two of the players playing a game includes the game server combining two players playing a game against each other on the computer network. The method of claim 1.
  25.   The method of claim 1, wherein the gaming server computer combines at least two of the players playing a game according to a combination request made by the player.
  26.   Combining the game server computer with at least two of the players playing a game includes the game server forming at least two teams of players, each team having at least two players. The method of claim 1, further comprising playing a game against each other on the computer network.
  27.   27. The method of claim 26, wherein the team is formed according to a team combination request made by a player.
  28.   The method of claim 1, wherein the gaming server computer combines at least two of the players playing a game according to a challenge request made by the player.
  29.   The method of claim 1, wherein the game server computer requests a player to play based on predefined criteria.
  30.   The method of claim 1, wherein a sponsor of the system makes a request for a player having a predefined characteristic.
  31.   27. The method of claim 26, wherein the game played on the computer network requires a plurality of different roles to be played, each role assigned to a player by the gaming server.
  32.   Each of the roles has an associated proficiency requirement, and the player is assigned a role in the game based on the proficiency requirement of the role that matches the proficiency measure contained in the player's profile. Item 32. The method according to Item 31.
  33.   32. The method of claim 31, wherein a player is assigned a role in the game based on socio-economic data in the player's profile.
  34.   34. The socio-economic data is selected from the group consisting of player age, player gender, player occupation, player leisure interest, player income level, and player ideological trends. the method of.
  35.   32. The method of claim 31, wherein a player is assigned a role in the game based on the player's geographic location.
  36.   The method of claim 1, wherein the gaming server computer combines at least two of the players playing a game according to a player's physical profile.
  37.   38. The method of claim 36, wherein the physical profile includes a physical description of the player and a picture of the player.
  38.   40. The method of claim 36, wherein the physical profile includes a video image of the player.
  39.   40. The method of claim 36, wherein the physical profile includes an audio recording of the player.
  40.   40. The method of claim 36, wherein the physical profile includes biofeedback data for the player.
  41.   38. The method of claim 36, wherein based on a player's physical profile, the gaming server provides a screening function to meet the demands made by the player.
  42.   The method of claim 1, further comprising creating a profile for a team comprised of a plurality of players, wherein the gaming server combines at least two teams for playing a game based on the profile of each team. Method.
  43. Combining at least two of the players playing a game comprises:
    Requesting that a first player with the first player's proficiency results be combined with other players to play the game;
    4. The method of claim 3, further comprising the step of the gaming server computer determining a second player having a proficiency score within a predetermined range of the first player.
  44.   The method of claim 1, further comprising the step of the game server computer issuing an invitation to a player combined to play the game.
  45. The second player responding to the invitation to play a game with the first player;
    45. The method of claim 44, further comprising the step of the first player and the second player playing a game.
  46.   Combining at least two of the players where the game server computer plays a game based on the profile of each of the players, the game server combines the players based on past play histories between the players The method of claim 1, further comprising a step.
  47. Combining at least two of the players from which the gaming server computer plays a game based on the profile of each of the players;
    A player gives a combination criterion to the game server computer;
    The method of claim 1, further comprising: combining the player with another player using the combination criteria provided by the player for game play.
  48.   48. The method of claim 47, wherein the combination criteria comprises socioeconomic criteria.
  49.   The socio-economic criteria are selected from the group consisting of player age, player gender, player occupation, player leisure interest, player desire and player income level, and player ideological trends. 49. The method of claim 48.
  50. Combining at least two of the players from which the gaming server computer plays a game based on the profile of each of the players;
    Requesting a first player to be combined with a second player having a relatively high level of proficiency;
    The method of claim 3, further comprising: requesting a second player with a relatively high level of proficiency to play with the first player.
  51.   51. The method of claim 50, wherein the gaming server provides consideration to the second player in exchange for playing a game against the first player.
  52. Combining at least two of the players from which the gaming server computer plays a game based on the profile of each of the players;
    The game server determining a plurality of players having less proficiency than the first player;
    By the gaming server conducting an auction to determine which of a plurality of players having a lower level of proficiency than the first player will be combined to play with the first player; 4. The method of claim 3, further comprising combining a first player having a relatively high proficiency with a player having a relatively low proficiency.
  53.   2. The method of claim 1, wherein the step of combining at least two of the players in which the gaming server computer plays a game based on the profile of each of the players is automatically performed by the gaming server. .
  54.   The method of claim 1, wherein the step of combining at least two of the players in which the gaming server computer plays a game based on the profile of each of the players is randomly performed by the gaming server. .
  55. Combining at least two of the players from which the gaming server computer plays a game based on the profile of each of the players;
    Requesting a first player to be combined with a second player to play a game;
    The game server determining a plurality of players having profiles that match the first player;
    The gaming server providing the first player with a list of the plurality of players having a profile that matches the first player;
    The method of claim 1, wherein the first player selects one of the players from the list to play a game.
  56. Combining at least two of the players from which the gaming server computer plays a game based on the profile of each of the players,
    Requesting a first player to be combined with a second player to play a game;
    The game server determining a plurality of players having a profile suitable for the first player and capable of responding to the game at the time requested by the first player;
    The game server has a list of the plurality of players having a profile suitable for the first player and capable of responding to the game at the time requested by the first player. Providing to the player;
    The method of claim 1, wherein the first player selects one of the players from the list to play a game.
  57.   The method of claim 1, wherein a player selects a player to play from a list of available players provided by the gaming server.
  58.   The player of claim 1, wherein the players are combined in a tournament play, allowing the player to participate in the tournament at any time, and the tournament continues without a defined termination criterion. the method of.
  59.   The game to be played is selected from the group consisting of an opportunity game, a skill game, a fantasy role-playing game, a history game, a knowledge-based game, a future game, a war game, a psychological game, and a sports game The method according to claim 1.
  60.   The method of claim 1, wherein the gaming server changes adjustable parameters of the game while being played by the player.
  61.   61. The method of claim 60, wherein the change made by the gaming server corresponds to a proficiency level of the player.
  62.   61. The method of claim 60, wherein the change made by the gaming server is random.
  63.   61. The method of claim 60, wherein the change made by the gaming server is selective.
  64.   61. The method of claim 60, wherein the change made by the gaming server is defined by a predetermined criterion.
  65.   4. The player of claim 3, wherein the gaming server selects players with different proficiency levels to play with each other, and a handicap is assigned to a player with a higher level of proficiency than a player with a lower level of proficiency. Method.
  66.   4. The method of claim 3, wherein players having a relatively high level of proficiency are placed on a team at the request of other players.
  67.   68. The method of claim 66, wherein the player having a relatively high level of proficiency is assigned a handicap by the gaming server.
  68.   Further comprising the step of rewarding at least one of the players based on the results of the game played, wherein the reward points are stored in a reward point statement associated with the player; The method of claim 3.
  69.   69. The method of claim 68, wherein the number of reward points awarded to a player is correlated to the proficiency of the player.
  70.   70. The method of claim 69, wherein a player with a relatively high level of proficiency is awarded a relatively low reward point number.
  71.   70. The method of claim 69, wherein a player with a relatively high level of proficiency is awarded a relatively high number of reward points.
  72.   69. The method of claim 68, wherein the number of reward points awarded to a player is correlated to the complexity of the game being played.
  73.   69. The player's reward point statement is stored on an institution's incentive server computer, which provides other incentive points for transactions directly between the player and the institution. the method of.
  74.   74. The method of claim 73, wherein the reward points awarded to the player are transferred into the player reward points statement immediately after being awarded to the player by the gaming server.
  75.   The reward points awarded to the player are held in a temporary player calculation attached to the game server, and the points are subsequently transferred into the player's reward point calculation when a predefined situation occurs. 74. The method of claim 73.
  76.   Further steps of awarding additional reward points to the player based on additional game play and storing the additional reward points in the temporary player statement before being transferred into the player's reward point statement 80. The method of claim 79, comprising:
  77.   Requiring the player to play a premium game that requires the use of reward points to be able to play, and in exchange for allowing the player to play the premium game. 80. The method of claim 79, further comprising the game server deducting points from the temporary player statement.
  78.   80. The pre-determined situation for initiating movement of reward points from the temporary player statement to the player reward point statement is a logoff of the player from the game server. the method of.
  79. A method for operating a networked game system comprising:
    At least two players, each involved in a game play computer interconnected to a game server computer over a computer network, playing a game with each other over the computer network;
    The game server computer monitoring at least a portion of the game being played;
    And at least one of the players is awarded reward points based on the results of the game played, and the reward points are stored in a reward point statement associated with the player.
  80.   80. The method of claim 79, wherein the number of reward points awarded to a player is correlated to the complexity of the game being played.
  81.   80. The player's reward point statement is stored on an institution's incentive server computer, which provides other incentive points for transactions directly between the player and the institution. the method of.
  82.   82. The method of claim 81, wherein the reward points awarded to the player are transferred into the player's reward points statement immediately after being awarded to the player by the gaming server.
  83.   The reward points awarded to the player are held in a temporary player calculation attached to the game server, and the points are subsequently transferred into the player's reward point calculation when a predefined situation occurs. 82. The method of claim 81, wherein:
  84.   Further steps of awarding additional reward points to the player based on additional game play and storing the additional reward points in the temporary player statement before being transferred into the player's reward point statement 82. The method of claim 81, comprising:
  85.   Requiring the player to play a premium game that requires the use of reward points to be able to play, and in exchange for allowing the player to play the premium game. 84. The method of claim 83, further comprising the game server deducting points from the temporary player statement.
  86.   84. The pre-determined situation for initiating movement of reward points from the temporary player statement to the player reward point statement is a logoff of the player from the game server. the method of.
  87.   80. The method of claim 79, wherein reward points are deducted from the player's reward points calculation if the time that the player requests to complete the game exceeds a predetermined threshold.
  88.   80. The method of claim 79, wherein reward points are deducted from a player's reward point calculation if the player loses the game.
  89.   80. The method of claim 79, wherein reward points are deducted from a player's reward points statement if the player fails to meet predetermined play criteria during game play.
  90.   80. The method of claim 79, wherein reward points are deducted from a player's reward points calculation when a player requests assistance from the gaming server in the game.
  91.   80. The method of claim 79, wherein reward points are added to the player's reward point statement when the player meets a predetermined play criterion during game play.
  92.   80. The method of claim 79, wherein reward points are deducted from a player's reward points statement when the player requests that the time allotted to play the game be increased.
  93.   80. The method of claim 79, wherein the reward points awarded to a player are provided by a sponsor in return for sponsorship advertisements being provided by the gaming server to the game playing computer.
  94.   98. The method of claim 97, wherein the player is able to redeem reward points from his reward point statement for prizes awarded by the sponsor.
  95. A networked game system,
    A plurality of game play computers selectively interconnected on a computer network, each configured to play a game with other game play computers on the computer network;
    A game server computer selectively interconnected with the game play computer on the computer network, the game server computer comprising:
    Creating a profile for each of a plurality of players associated with each of the game play computers;
    A system configured to combine at least two of the players playing games against each other based on the profile of each of the players.
  96.   96. The system of claim 95, wherein the gaming server is further configured to monitor at least a portion of a game being played by the player.
  97.   96. The system of claim 95, wherein the gaming server creates a profile for each of a plurality of players by ascertaining player proficiency and includes the ascertained proficiency in the player's profile.
  98.   98. The system of claim 97, wherein the gaming server ascertains a player's proficiency by ascertaining a player's proficiency for a game played on the game playing computer.
  99.   98. The system of claim 97, wherein the gaming server verifies the player's proficiency by providing a proficiency test to the player on the game playing computer.
  100.   100. The system of claim 99, wherein the gaming server is further configured to provide an additional proficiency test to the player on the game playing computer when a retest situation occurs.
  101.   101. The system of claim 100, wherein the retest situation is satisfied when the player reaches a predefined level of play.
  102.   101. The system of claim 100, wherein the retest situation is satisfied when the player has played at least a predetermined number of games.
  103.   101. The system of claim 100, wherein the retest situation is satisfied when the player plays less than a predefined number of games.
  104.   101. The system of claim 100, wherein the retest situation is satisfied when the player has won a predefined number of games.
  105.   101. The system of claim 100, wherein the retest situation is satisfied when the player expires a predefined amount of time.
  106.   The gaming server is further configured to award reward points to at least one of the players based on the results of the game played, wherein the reward points are associated with a reward point statement associated with the player. 101. The system of claim 100, wherein the retest situation is satisfied when the number of reward points stored in and awarded to a player exceeds a predetermined threshold.
  107.   The gaming server is further configured to award reward points to at least one of the players based on the results of the game played, wherein the reward points are associated with a reward point statement associated with the player. 101. The system of claim 100, wherein the retest situation is satisfied if the number of reward points stored therein and awarded to a player is less than a predetermined threshold.
  108.   The gaming server is further configured to award reward points to at least one of the players based on the results of the game played, wherein the reward points are associated with a reward point statement associated with the player. 96. The system of claim 95, wherein the players are combined and players are combined based on the number of points in their respective statements.
  109.   96. The system of claim 95, wherein the gaming server determines the player's proficiency level by measuring the player's proficiency level for a game played on the game-playing computer.
  110.   110. The system of claim 109, wherein the gaming server is further configured to revise the player's proficiency performance based on the results of a game played by the player.
  111. The game server is
    Performing a game skill proficiency test on the player;
    Creating a proficiency score for the player that represents the proficiency of the player in the test based on a pass of the player performing the test;
    110. The system of claim 109, wherein the system is configured to measure the player's proficiency performance by storing the player's proficiency performance in a memory.
  112. The game server is
    Monitoring a game played by the player;
    Creating a proficiency score for the player that represents the proficiency of the player in the game based on the success of the player playing the game;
    110. The system of claim 109, wherein the system is configured to measure the player's proficiency performance by storing the player's proficiency performance in a memory.
  113.   96. The gaming server is configured to create a profile for each of a plurality of players by receiving socio-economic profile data from the game playing computer over the computer network. System.
  114.   114. The socio-economic profile data is selected from the group consisting of player age, player gender, player occupation, player leisure interest, player desire, and player income level. The described system.
  115.   114. The system of claim 113, wherein the socio-economic profile data input by the player to the gaming server is verified by the gaming server before the player is combined with other players.
  116.   116. The system of claim 115, wherein the gaming server verifies the socioeconomic profile data with an exogenous system.
  117.   116. The system of claim 115, wherein the gaming server verifies the socio-economic profile data with an endogenous system.
  118.   96. The game server computer combines at least two of the players playing a game by combining two players to play a game against each other on the computer network. system.
  119.   96. The system of claim 95, wherein the gaming server computer combines at least two of the players playing a game according to a combination request made by the player.
  120.   The game server computer combines at least two of the players to play a game by forming at least two teams of players, each team having at least two players on the computer network 96. The system of claim 95, wherein the game is played against each other.
  121.   121. The system of claim 120, wherein the team is formed according to a team combination request made by a player.
  122.   96. The system of claim 95, wherein the gaming server computer combines at least two of the players to play a game according to a challenge request made by the player.
  123.   96. The system of claim 95, wherein the gaming server computer requires a player to play based on predefined criteria.
  124.   96. The system of claim 95, wherein a sponsor of the system makes a request for a player having a predefined characteristic.
  125.   121. The system of claim 120, wherein the game played on the computer network requires a plurality of different roles to be played, each role being assigned to a player by the gaming server.
  126.   Each of the roles has an associated proficiency requirement, and the player is assigned a role in the game based on the proficiency requirement of the role that matches the proficiency measure contained in the player's profile. 126. The system according to item 125.
  127.   129. The system of claim 125, wherein a player is assigned a role in the game based on socio-economic data in the player's profile.
  128.   128. The socio-economic data is selected from the group consisting of player age, player gender, player occupation, player leisure interest, player income level, and player ideological trends. System.
  129.   129. The system of claim 125, wherein a player is assigned a role in the game based on the player's geographic location.
  130.   96. The system of claim 95, wherein the gaming server computer combines at least two of the players playing a game according to a player's physical profile.
  131.   131. The system of claim 130, wherein the physical profile includes a physical description of the player and a picture of the player.
  132.   131. The system of claim 130, wherein the physical profile includes a video image of the player.
  133.   131. The system of claim 130, wherein the physical profile includes an audio recording of the player.
  134.   131. The system of claim 130, wherein the physical profile includes biofeedback data for the player.
  135.   132. The system of claim 131, wherein based on a player's physical profile, the gaming server provides a screening function to meet the demands made by the player.
  136.   The gaming server is further configured to create a profile for a team of multiple players, and the gaming server combines at least two teams for playing the game based on the profile of each team 96. The system of claim 95.
  137. The game server is
    Receiving a request from a first player having a first player proficiency score to be combined with other players playing a game;
    98. The system of claim 97, configured to combine at least two of the players by determining a second player having a proficiency score within a predefined range of the first player.
  138.   96. The system of claim 95, wherein the gaming server is further configured to issue an invitation to a combined player to play the game.
  139.   138. The game server of claim 138, wherein the gaming server is configured to monitor a game between the second player and the first player that has accepted to play a game with the first player. System.
  140.   96. The method of claim 95, wherein the gaming server computer combines at least two of the players playing a game based on the respective profiles of each of the players by combining the players based on past play history between the players. The described system.
  141. The game server computer is
    Obtaining a combination criterion from the player;
    Using the combination criteria to combine the player with other players for game play, so as to combine at least two of the players playing the game based on the profile of each of the players 96. The system of claim 95, wherein the system is configured.
  142.   142. The system of claim 141, wherein the combination criteria includes socioeconomic criteria.
  143.   143. The socio-economic data is selected from the group consisting of player age, player gender, player occupation, player leisure interest, and player income level, and player thought trends. The described system.
  144. The game server computer is
    Receiving a request from a first player to be combined with a second player having a relatively high level of proficiency;
    Combining at least two of the players playing a game based on the profile of each of the players by requiring a second player with relatively high proficiency to play with the first player 98. The system of claim 97, configured as follows.
  145.   145. The system of claim 144, wherein the gaming server is further configured to provide compensation to the second player in exchange for playing a game against the first player.
  146. A first player having a relatively high level of proficiency and a second player having a relatively low level of proficiency;
    Determining a plurality of players having a relatively low level of proficiency than the first player;
    By combining by a step of conducting an auction to determine which of a plurality of players having a lower level of proficiency than the first player is combined to play with the first player 98. The system of claim 97, wherein the system is configured to combine at least two of the players playing a game based on the profile of each of the players.
  147.   96. The system of claim 95, wherein the gaming server computer is configured to automatically combine at least two of the players playing a game based on the profile of each of the players.
  148.   96. The system of claim 95, wherein the gaming server computer is configured to randomly combine at least two of the players playing a game based on the profile of each of the players.
  149. The game server computer is
    Receiving a request from a first player to be combined with a second player to play a game;
    Determining a plurality of players having a profile that matches the first player;
    Providing the first player with a list of a plurality of players having a profile that matches the first player;
    The step of receiving a selection result from the list of one player for playing a game from the first player causes at least two of the players to play the game based on the profile of each of the players. 96. The system of claim 95, configured to combine.
  150. The game server computer is
    Receiving a request from a first player to be combined with a second player to play a game;
    Determining a plurality of players having a profile suitable for the first player and capable of responding to the game at the time requested by the first player;
    Providing the first player with a list of a plurality of players having a profile that matches the first player and being able to respond to playing the game at the time requested by the first player When,
    The step of receiving a selection result from the list of one player for playing a game from the first player causes at least two of the players to play the game based on the profile of each of the players. 96. The system of claim 95, configured to combine.
  151.   96. The system of claim 95, wherein a player selects a player to play from a list of available players provided by the gaming server.
  152.   96. The player of claim 95, wherein the players are combined in a tournament play, allowing the player to participate in the tournament at any time, and the tournament continues without a defined termination criteria. System.
  153.   The game to be played is selected from the group consisting of an opportunity game, a skill game, a fantasy role-playing game, a history game, a knowledge-based game, a future game, a war game, a psychological game, and a sports game 96. The system of claim 95.
  154.   96. The system of claim 95, wherein the gaming server changes adjustable parameters of the game while being played by the player.
  155.   157. The system of claim 154, wherein the change made by the gaming server corresponds to a proficiency level of the player.
  156.   157. The system of claim 154, wherein the changes made by the gaming server are random.
  157.   157. The system of claim 154, wherein the change made by the gaming server is selective.
  158.   157. The system of claim 154, wherein the change made by the gaming server is defined by a predetermined criterion.
  159.   98. The player of claim 97, wherein the gaming server selects players with different proficiency levels to play with each other, and a handicap is assigned to a player with a higher level of proficiency than a player with a lower level of proficiency system.
  160.   98. The system of claim 97, wherein players with relatively high proficiency are placed on a team at the request of other players.
  161.   163. The system of claim 160, wherein the player having a relatively high level of proficiency is assigned a handicap by the gaming server.
  162.   The gaming server is configured to award reward points to at least one of the players based on the results of the game played, wherein the reward points are included in a reward point statement associated with the player. 98. The system of claim 97, wherein the system is stored in
  163.   163. The system of claim 162, wherein the number of reward points awarded to a player is correlated to the player's proficiency.
  164.   166. The system of claim 163, wherein a player with a relatively high level of proficiency is awarded a relatively low reward point.
  165.   166. The system of claim 163, wherein a player with a relatively high level of proficiency is awarded a relatively high number of reward points.
  166.   164. The system of claim 162, wherein the number of reward points awarded to a player is correlated to the complexity of the game being played.
  167.   163. The player's reward points statement is stored on an institutional reward server computer, which provides other reward points for transactions directly between the player and the institution. System.
  168.   166. The system of claim 167, wherein the reward points awarded to the player are transferred into the player reward points statement immediately after being awarded to the player by the gaming server.
  169.   The reward points awarded to the player are put on hold in a temporary player calculation attached to the game server, and when a predefined situation occurs, the points are subsequently transferred to the player reward point calculation. 166. The system of claim 167.
  170.   169. Additional reward points are awarded to the player based on additional game play and the additional reward points are stored in the temporary player statement before being transferred to the player reward point statement. The system described in.
  171.   When a player requests to play a premium game that requires the use of reward points to be able to play, the player can use the premium game in exchange for allowing the player to play the premium game. 169. The system of claim 169, wherein a server deducts points from the temporary player statement.
  172.   169. The pre-determined situation in which movement of reward points from the temporary player statement to the player reward point statement begins is a logoff of the player from the game server. System.
  173. A networked game system,
    A plurality of game play computers selectively interconnected on a computer network, each configured to play a game with other game play computers on the computer network;
    A game server computer selectively interconnected to the game play computer on the computer network, the game server computer comprising:
    Monitoring at least a portion of a game played between a plurality of players associated with the game playing computer;
    A system configured to award reward points to at least one of the players based on the results of the game played, wherein the reward points are stored in a reward point statement associated with the player.
  174.   178. The system of claim 173, wherein the number of reward points awarded to a player is correlated to the complexity of the game being played.
  175.   178. The player's reward points statement is stored on an institution's incentive server computer, which provides other reward points for transactions directly between the player and the institution. System.
  176.   175. The system of claim 175, wherein the reward points awarded to the player are transferred into the player reward point statement immediately after being awarded to the player by the gaming server.
  177.   The reward points awarded to the player are put on hold in a temporary player calculation attached to the game server, and when a predefined situation occurs, the points are subsequently transferred to the player reward point calculation. 175. The system of claim 175.
  178.   177. The reward of claim 177, wherein additional reward points are awarded to the player based on additional game play and stored in the temporary player statement before being transferred to the player's reward point statement. system.
  179.   For the game in exchange for allowing the player to play a premium game that requires the use of reward points to be able to play and allowing the player to play the premium game. 178. The system of claim 177, wherein a server deducts points from the temporary player statement.
  180.   179. The pre-determined situation for initiating movement of reward points from the temporary player statement to the player reward point statement is a logoff of the player from the game server. System.
  181.   178. The system of claim 173, wherein reward points are deducted from the player's reward point calculation if the time that the player requests to complete the game exceeds a predetermined threshold.
  182.   178. The system of claim 173, wherein if the player loses the game, reward points are deducted from the player's reward points calculation.
  183.   178. The system of claim 173, wherein reward points are deducted from a player's reward points statement if the player fails to meet predetermined play criteria during game play.
  184.   174. The system of claim 173, wherein reward points are deducted from a player's reward point calculation when a player requests assistance from the game server in the game.
  185.   178. The system of claim 173, wherein reward points are added to the player's reward point calculation when the player meets a predetermined play criterion during game play.
  186.   178. The system of claim 173, wherein reward points are deducted from a player's reward points statement when the player requests that the time allotted to play the game be increased.
  187.   178. The system of claim 173, wherein the reward points awarded to a player are provided by a sponsor in exchange for sponsorship advertisements being provided by the gaming server to the game playing computer.
  188.   187. The system of claim 187, wherein a player is able to redeem reward points from his reward point statement for prizes awarded by the sponsor.
JP2004553686A 2002-11-14 2003-11-12 Method and system for playing games on a computer network Pending JP2006506182A (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
US10/298,155 US20040097287A1 (en) 2002-11-14 2002-11-14 Method and system for gaming over a computer network
PCT/US2003/036437 WO2004046859A2 (en) 2002-11-14 2003-11-12 Method and system for gaming over a computer network

Publications (1)

Publication Number Publication Date
JP2006506182A true JP2006506182A (en) 2006-02-23

Family

ID=32297371

Family Applications (1)

Application Number Title Priority Date Filing Date
JP2004553686A Pending JP2006506182A (en) 2002-11-14 2003-11-12 Method and system for playing games on a computer network

Country Status (7)

Country Link
US (1) US20040097287A1 (en)
JP (1) JP2006506182A (en)
AU (1) AU2003287646A1 (en)
CA (1) CA2506101A1 (en)
MX (1) MXPA05006290A (en)
WO (1) WO2004046859A2 (en)
ZA (1) ZA200504825B (en)

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2009532764A (en) * 2006-03-31 2009-09-10 アルカテル−ルーセント ユーエスエー インコーポレーテッド Method and apparatus for quickly launching an application
JP2011503677A (en) * 2007-09-19 2011-01-27 ソニー コンピュータ エンタテインメント アメリカ リミテッド ライアビリテイ カンパニー How to track, correlate and process multi-user online sessions
JP2015008835A (en) * 2013-06-27 2015-01-19 株式会社コナミデジタルエンタテインメント Game management device, game system, game management method, and program
JP5717306B1 (en) * 2014-12-04 2015-05-13 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device
WO2016203765A1 (en) * 2015-06-15 2016-12-22 株式会社スクウェア・エニックス Video game processing program, and video game processing system
JP2017168115A (en) * 2012-08-06 2017-09-21 グリー株式会社 Display system, and display method and display program in the system

Families Citing this family (191)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20050075908A1 (en) * 1998-11-06 2005-04-07 Dian Stevens Personal business service system and method
WO2001079966A2 (en) 2000-04-14 2001-10-25 American Express Travel Related Services Company, Inc. A system and method for using loyalty points
US8064889B2 (en) 2000-09-19 2011-11-22 Igt Virtual casino host
US20100153200A1 (en) * 2004-08-02 2010-06-17 Consumer And Merchant Awareness Foundation Pay yourself first with automated data input
US8473380B2 (en) 2000-11-06 2013-06-25 Propulsion Remote Holdings, Llc Pay yourself first budgeting
US20100198724A1 (en) * 2004-08-02 2010-08-05 Consumer And Merchant Awareness Foundation Pay yourself first with community knowledge
US8407137B2 (en) * 2004-08-02 2013-03-26 Propulsion Remote Holdings, Llc Pay yourself first with user guidance
US7398226B2 (en) 2000-11-06 2008-07-08 American Express Travel Related Services Company, Inc. System and method for networked loyalty program
US20100299251A1 (en) * 2000-11-06 2010-11-25 Consumer And Merchant Awareness Foundation Pay yourself first with revenue generation
US7222101B2 (en) 2001-02-26 2007-05-22 American Express Travel Related Services Company, Inc. System and method for securing data through a PDA portal
US7584149B1 (en) 2001-02-26 2009-09-01 American Express Travel Related Services Company, Inc. System and method for securing data through a PDA portal
US8180671B2 (en) 2001-03-29 2012-05-15 Propulsion Remote Holdings, Llc Point pooling loyalty system and method
US7398225B2 (en) 2001-03-29 2008-07-08 American Express Travel Related Services Company, Inc. System and method for networked loyalty program
US7856377B2 (en) * 2001-03-29 2010-12-21 American Express Travel Related Services Company, Inc. Geographic loyalty system and method
US7680688B2 (en) * 2002-05-28 2010-03-16 American Express Travel Related Services Company, Inc. System and method for exchanging loyalty points for acquisitions
US7606730B2 (en) 2002-06-25 2009-10-20 American Express Travel Relate Services Company, Inc. System and method for a multiple merchant stored value card
US7788129B2 (en) 2002-06-25 2010-08-31 American Express Travel Related Services Company, Inc. System and method for redeeming vouchers
US8918840B2 (en) * 2002-12-26 2014-12-23 Better Dating Bureau, Inc. Systems and methods for identity-based communication gate for social networks
US20040143494A1 (en) * 2003-01-22 2004-07-22 Invent Resources, Inc. Method of air-miles attrition in conjunction with in-flight gaming
US20060242021A1 (en) * 2003-01-22 2006-10-26 Ipex Llc Attrition of affinity points
US7549924B2 (en) * 2003-05-09 2009-06-23 Microsoft Corporation Instant messaging embedded games
US7798905B2 (en) 2003-05-09 2010-09-21 Microsoft Corporation Method and apparatus for associating data with online game ratings
US7214133B2 (en) * 2003-05-09 2007-05-08 Microsoft Corporation Method and apparatus for retrieving recorded races for use in a game
US20050170883A1 (en) * 2004-02-04 2005-08-04 Jon Muskin Casino complimentary systems
US20060089193A1 (en) * 2003-07-11 2006-04-27 The Edugaming Corporation DVD game architecture
US20050113164A1 (en) * 2003-07-11 2005-05-26 The Edugaming Corporation Method and system for dynamically leveling game play in electronic gaming environments
WO2005019963A2 (en) * 2003-08-26 2005-03-03 Tigon Software Ltd Method and system for communication between parties
JP2005202908A (en) * 2003-12-15 2005-07-28 Sega Corp Game information processing system
US20050170890A1 (en) * 2004-01-29 2005-08-04 Rowe Richard E. Methods and apparatus for providing customized games and game content for a gaming apparatus
US8538874B2 (en) 2004-02-06 2013-09-17 Propulsion Remote Holdings, Llc Pay yourself first with auto bill pay system and method
US20050177503A1 (en) * 2004-02-06 2005-08-11 American Express Travel Related Services Company, Inc. Pay yourself first loyalty system and method
US8616967B2 (en) 2004-02-25 2013-12-31 Cfph, Llc System and method for convenience gaming
US8092303B2 (en) 2004-02-25 2012-01-10 Cfph, Llc System and method for convenience gaming
US20050197904A1 (en) * 2004-03-08 2005-09-08 Baron Claudia A. Credit card reward program
US8641496B2 (en) * 2004-04-16 2014-02-04 Scientific Games Holdings Limited System and method for conducting a game
US7364509B2 (en) * 2004-05-24 2008-04-29 Flagship Entertainment, Inc. Systems and methods for facilitating a wager
GB2415147A (en) * 2004-06-17 2005-12-21 Ladbrokes E Gaming Ltd Prediction game
JP2006011550A (en) * 2004-06-22 2006-01-12 Sony Corp Information transmission system by cooperative filtering, information processing apparatus to be used for the same, and program to be used in information processing
US20080171586A1 (en) * 2004-07-26 2008-07-17 Mickey Roemer Casino player loyalty system offering random player bonus opportunity
US20060055113A1 (en) * 2004-09-14 2006-03-16 Zone4Play, Inc. Multiplayer card tournaments and methods
AT457794T (en) * 2004-09-29 2010-03-15 Bwin Games Ab Procedure for evaluating fraud behavior in online games
CN1770168A (en) * 2004-11-05 2006-05-10 株式会社巨摩 Program structure of multiple online action game
US7621813B2 (en) 2004-12-07 2009-11-24 Microsoft Corporation Ubiquitous unified player tracking system
US7887419B2 (en) 2004-12-07 2011-02-15 Microsoft Corporation Game achievements system
US8876606B2 (en) 2004-12-07 2014-11-04 Microsoft Corporation User-centric method of aggregating information sources to reinforce digital identity
US7677970B2 (en) 2004-12-08 2010-03-16 Microsoft Corporation System and method for social matching of game players on-line
US8016677B2 (en) * 2004-12-08 2011-09-13 Microsoft Corporation System and method for configuring game data about players
US20060128453A1 (en) * 2004-12-10 2006-06-15 Hoffman Anthony H System and method for on-line blackjack tournament
US20060155597A1 (en) * 2005-01-10 2006-07-13 Gleason David M Method, system and apparatus for location based advertising
US20080307339A1 (en) 2006-03-20 2008-12-11 Kidzui, Inc. Child-oriented computing system
US20060242306A1 (en) * 2005-03-18 2006-10-26 Boro Clifford T Child-oriented computing facilities
US8066568B2 (en) * 2005-04-19 2011-11-29 Microsoft Corporation System and method for providing feedback on game players and enhancing social matchmaking
US8221238B1 (en) 2005-04-19 2012-07-17 Microsoft Corporation Determination of a reputation of an on-line game player
TWI274492B (en) * 2005-05-09 2007-02-21 Inventec Appliances Corp Implementation method of playing game
US20060258416A1 (en) * 2005-05-13 2006-11-16 Yahoo! Inc. Analyzer for data relating to networked games
US7685241B2 (en) * 2005-05-13 2010-03-23 Yahoo! Inc. Mapping online service user ID to portal user ID
WO2006124811A2 (en) * 2005-05-13 2006-11-23 Professional Interactive Entertainment, Inc. System and method for network interactive game match-up and server selection
WO2006124922A2 (en) * 2005-05-17 2006-11-23 Super Computer International Collaborative online gaming system and method
US8700523B2 (en) * 2005-06-10 2014-04-15 American Express Travel Related Services Company, Inc. System and method for delegating management of a financial transaction account to a designated assistant
US8241129B2 (en) * 2005-06-20 2012-08-14 Microsoft Corporation Setting up on-line game sessions out of a game context
US20070021206A1 (en) * 2005-07-08 2007-01-25 Sunnen Gerard V Poker training devices and games using the devices
US7534169B2 (en) 2005-07-08 2009-05-19 Cfph, Llc System and method for wireless gaming system with user profiles
US10510214B2 (en) 2005-07-08 2019-12-17 Cfph, Llc System and method for peer-to-peer wireless gaming
US20070015562A1 (en) * 2005-07-14 2007-01-18 Xpert Enterprises, Inc. Fantasy football poker
US20070021212A1 (en) * 2005-07-22 2007-01-25 Derek Liu Persistent and effecient game architecture
US7905777B2 (en) 2005-08-04 2011-03-15 Igt Methods and apparatus for auctioning an item via a gaming device
US7637810B2 (en) 2005-08-09 2009-12-29 Cfph, Llc System and method for wireless gaming system with alerts
US8070604B2 (en) 2005-08-09 2011-12-06 Cfph, Llc System and method for providing wireless gaming as a service application
US20070060358A1 (en) 2005-08-10 2007-03-15 Amaitis Lee M System and method for wireless gaming with location determination
US20070050838A1 (en) * 2005-08-25 2007-03-01 Derek Liu Multi-protocol game engine
US8216065B2 (en) 2005-09-09 2012-07-10 Igt Gaming system having multiple adjacently arranged gaming machines which each provide a component for a multi-component game
US8758139B1 (en) * 2005-10-03 2014-06-24 Yongyong Xu Gaming method in resource and action based virtual communities
US7946910B2 (en) * 2005-10-06 2011-05-24 Vergence Entertainment Llc Substantially simultaneous intermittent contest
US20070198335A1 (en) * 2005-10-11 2007-08-23 American Express Marketing & Development Corp., a New York Corporation System and method for providing loyalty rewards to an assistant designated to manage a financial transaction account
US20070087829A1 (en) * 2005-10-14 2007-04-19 Derek Liu Multi-player game architecture
US7811172B2 (en) 2005-10-21 2010-10-12 Cfph, Llc System and method for wireless lottery
US20070118804A1 (en) * 2005-11-16 2007-05-24 Microsoft Corporation Interaction model assessment, storage and distribution
US8079911B2 (en) * 2005-11-18 2011-12-20 Microsoft Corporation Viewing a gamer card across multiple devices and networks
US8328639B2 (en) * 2005-12-28 2012-12-11 Palo Alto Research Center Incorporated Method, apparatus, and program product for clustering entities in a persistent virtual environment
US8469805B2 (en) * 2006-01-20 2013-06-25 Microsoft Corporation Tiered achievement system
US20070184903A1 (en) * 2006-02-08 2007-08-09 Derek Liu Network-based game system capable of serving massive number of game players
US7695370B2 (en) * 2006-02-08 2010-04-13 Gaia Interactive Inc. Massively scalable multi-player game system
US7644861B2 (en) 2006-04-18 2010-01-12 Bgc Partners, Inc. Systems and methods for providing access to wireless gaming devices
US8939359B2 (en) 2006-05-05 2015-01-27 Cfph, Llc Game access device with time varying signal
US7549576B2 (en) 2006-05-05 2009-06-23 Cfph, L.L.C. Systems and methods for providing access to wireless gaming devices
US9704174B1 (en) 2006-05-25 2017-07-11 Sean I. Mcghie Conversion of loyalty program points to commerce partner points per terms of a mutual agreement
US8376224B2 (en) 2006-05-25 2013-02-19 Sean I. Mcghie Self-service stations for utilizing non-negotiable credits earned from a game of chance
US8668146B1 (en) 2006-05-25 2014-03-11 Sean I. Mcghie Rewards program with payment artifact permitting conversion/transfer of non-negotiable credits to entity independent funds
US8342399B1 (en) 2006-05-25 2013-01-01 Mcghie Sean I Conversion of credits to funds
US8162209B2 (en) 2006-05-25 2012-04-24 Buchheit Brian K Storefront purchases utilizing non-negotiable credits earned from a game of chance
US8684265B1 (en) 2006-05-25 2014-04-01 Sean I. Mcghie Rewards program website permitting conversion/transfer of non-negotiable credits to entity independent funds
US10062062B1 (en) 2006-05-25 2018-08-28 Jbshbm, Llc Automated teller machine (ATM) providing money for loyalty points
US7703673B2 (en) 2006-05-25 2010-04-27 Buchheit Brian K Web based conversion of non-negotiable credits associated with an entity to entity independent negotiable funds
US8075404B2 (en) * 2006-07-03 2011-12-13 Microsoft Corporation Multi-player gaming
US20080026839A1 (en) * 2006-07-28 2008-01-31 Ujogo. Inc. Interactive Gaming System With Attribute Indicators, Such As Online Poker Rooms With Attribute Indicators
US20080076573A1 (en) * 2006-09-08 2008-03-27 John Loehrer Network-based game system
US20080070688A1 (en) * 2006-09-20 2008-03-20 John Loehrer Real-time gaming system having scalable database
US8292741B2 (en) 2006-10-26 2012-10-23 Cfph, Llc Apparatus, processes and articles for facilitating mobile gaming
US9306952B2 (en) 2006-10-26 2016-04-05 Cfph, Llc System and method for wireless gaming with location determination
US7857699B2 (en) 2006-11-01 2010-12-28 Igt Gaming system and method of operating a gaming system having a bonus participation bidding sequence
JP5209865B2 (en) * 2006-11-02 2013-06-12 株式会社バンダイナムコゲームス Game system
US8510567B2 (en) 2006-11-14 2013-08-13 Cfph, Llc Conditional biometric access in a gaming environment
US8645709B2 (en) 2006-11-14 2014-02-04 Cfph, Llc Biometric access data encryption
US9411944B2 (en) 2006-11-15 2016-08-09 Cfph, Llc Biometric access sensitivity
US20080113805A1 (en) * 2006-11-15 2008-05-15 Microsoft Corporation Console based leaderboard rendering
US20080120558A1 (en) 2006-11-16 2008-05-22 Paco Xander Nathan Systems and methods for managing a persistent virtual avatar with migrational ability
US9253183B2 (en) 2006-11-16 2016-02-02 Mark Stephen Meadows Systems and methods for authenticating an avatar
US9754444B2 (en) 2006-12-06 2017-09-05 Cfph, Llc Method and apparatus for advertising on a mobile gaming device
US20080182660A1 (en) * 2007-01-30 2008-07-31 Microsoft Corporation Decreasing Bad Behavior With Player-Managed Online Gaming
AU2008239570B2 (en) * 2007-02-14 2013-11-21 Igt Methods and systems for anonymous player profile storage and retrieval
US9183693B2 (en) 2007-03-08 2015-11-10 Cfph, Llc Game access device
US8581721B2 (en) 2007-03-08 2013-11-12 Cfph, Llc Game access device with privileges
US8319601B2 (en) 2007-03-14 2012-11-27 Cfph, Llc Game account access device
US20080261698A1 (en) * 2007-04-18 2008-10-23 Technology Assurance Laboratory, Inc. Automated method and system for a gaming opportunity
US20080275769A1 (en) * 2007-05-04 2008-11-06 Shao Billy Jye-En Network-based interactive entertainment center
US20080318655A1 (en) * 2007-06-25 2008-12-25 Igt Method and apparatus for players of wagering games to find friends in a gaming environment
US20090038005A1 (en) * 2007-07-31 2009-02-05 Cisco Technology, Inc. Privilege-based access system
US8602865B2 (en) 2007-08-06 2013-12-10 Igt Gaming system and method providing a group bonus event for linked gaming devices
US8825802B2 (en) 2007-09-04 2014-09-02 Sony Computer Entertainment America Llc System and method for identifying compatible users
US8087999B2 (en) 2007-09-28 2012-01-03 Igt Gaming system and method of operating a gaming system providing wagering control features for wagering games
US8292723B2 (en) 2007-11-09 2012-10-23 Igt Gaming system and method for providing team play
US8650253B2 (en) * 2008-02-06 2014-02-11 Sony Online Entertainment Llc System and method for integrating ancillary content into applications
US8868741B2 (en) 2008-03-03 2014-10-21 Leapfrog Enterprises, Inc. Method and apparatus for custodial monitoring, filtering, and approving of content
KR20090100628A (en) * 2008-03-20 2009-09-24 삼성전자주식회사 A method for matching network game users, and an electronic device for using the method
JP4650516B2 (en) * 2008-04-09 2011-03-16 ソニー株式会社 Imaging data management method and imaging apparatus
US8856268B2 (en) * 2008-04-22 2014-10-07 Microsoft Corporation Sharing of console and web-based games and gaming profiles
US8480499B2 (en) * 2008-04-30 2013-07-09 Scientific Games Holdings Limited System and method for game brokering
US8010690B2 (en) * 2008-06-26 2011-08-30 Microsoft Corporation Arrangement for connectivity within an advanced multimedia content framework
US20100004058A1 (en) * 2008-07-03 2010-01-07 Acres-Fiore Shared bonus on gaming device
US8192267B2 (en) 2008-07-03 2012-06-05 Patent Investment & Licensing Company Shared game play on gaming device
US9530283B2 (en) 2008-07-03 2016-12-27 Patent Investment & Licensing Company Method for sharing game play on an electronic gaming device
US20100004054A1 (en) * 2008-07-03 2010-01-07 Acres-Fiore, Inc. Method of allocating credits for gaming devices
US8771059B2 (en) * 2008-07-25 2014-07-08 Geonomics Global Games Limited Systems and methods for prize discovery games
US9861896B2 (en) * 2008-09-04 2018-01-09 Microsoft Technology Licensing, Llc Method and system for an integrated platform wide party system within a multiplayer gaming environment
WO2010027185A2 (en) * 2008-09-04 2010-03-11 Myung Jin Park Golf simulation server system and device, and system and method of golf simulation network game
US8221221B2 (en) * 2008-09-15 2012-07-17 Sony Computer Entertainment America Llc Metrics-based gaming operations
EP2335790A4 (en) * 2008-10-08 2014-01-15 Sony Computer Entertainment Inc Game control program, game device, game server and method for controlling game
WO2010045525A2 (en) * 2008-10-17 2010-04-22 Vergence Entertainment Llc Network-based contests having multiple participating sponsors
US8177647B2 (en) 2008-11-18 2012-05-15 Patent Investment & Licensing Company System for processing gaming activity
US8157653B2 (en) * 2009-01-08 2012-04-17 Sony Computer Entertainment America Inc. Automatic player information generation for interactive entertainment
US9386155B2 (en) * 2009-01-28 2016-07-05 Virtual Hold Technology, Llc Communication device for establishing automated call back using queues
US8157642B2 (en) 2009-04-03 2012-04-17 Igt Methods and apparatus for providing for disposition of promotional offers in a wagering environment
US8616977B2 (en) 2009-09-03 2013-12-31 Patent Investment & Licensing Company Game performance determination by incremental revenue
US9659442B2 (en) 2009-11-10 2017-05-23 Patent Investment & Licensing Company System and method for measuring gaming player behavior
US8475254B2 (en) * 2009-12-28 2013-07-02 Patent Investment & Licensing Company Linked game play on gaming devices
US20110281642A1 (en) * 2009-12-29 2011-11-17 Hardy Dow K System and method for controlling online awards activity
US9501895B2 (en) * 2010-02-11 2016-11-22 Cork Group Trading Ltd. Methods and devices for anonymous competition
US9205328B2 (en) 2010-02-18 2015-12-08 Activision Publishing, Inc. Videogame system and method that enables characters to earn virtual fans by completing secondary objectives
US9600823B2 (en) 2010-04-22 2017-03-21 Ebay Inc. Data mining system
US9682324B2 (en) * 2010-05-12 2017-06-20 Activision Publishing, Inc. System and method for enabling players to participate in asynchronous, competitive challenges
US8974302B2 (en) 2010-08-13 2015-03-10 Cfph, Llc Multi-process communication regarding gaming information
US8956231B2 (en) 2010-08-13 2015-02-17 Cfph, Llc Multi-process communication regarding gaming information
US20120142429A1 (en) * 2010-12-03 2012-06-07 Muller Marcus S Collaborative electronic game play employing player classification and aggregation
KR20120076653A (en) * 2010-12-09 2012-07-09 한국전자통신연구원 Apparatus and method for analyzing behavior pattern of user
US8771079B1 (en) * 2011-03-31 2014-07-08 Zynga Inc. Method and system to match users of a social gaming platform
US8317623B1 (en) 2011-06-06 2012-11-27 Microsoft Corporation Physical characteristics based user identification for matchmaking
US9289686B2 (en) 2011-07-28 2016-03-22 Zynga Inc. Method and system for matchmaking connections within a gaming social network
WO2013033266A1 (en) * 2011-08-30 2013-03-07 Paedae Method and apparatus for personalized marketing
US8753183B2 (en) * 2011-11-03 2014-06-17 Cbs Interactive, Inc. Techniques to automatically provide assistance for electronic games
US10366566B1 (en) 2012-02-14 2019-07-30 PlayStudios, Inc. Social networking game with non-random prizes
WO2013145760A1 (en) 2012-03-30 2013-10-03 株式会社カプコン Computer device, recording medium, and control method
CA2870366A1 (en) * 2012-04-18 2013-10-24 Techlink International Entertainment Limited Loyalty points wagering system and method of operation
US8858322B2 (en) 2012-05-03 2014-10-14 Gamesys Ltd. Systems and methods for referral benefits
US9811978B2 (en) * 2012-05-04 2017-11-07 Cfph, Llc Indexing methods and apparatus with competitive performance parameters
JP6162929B2 (en) 2012-06-01 2017-07-12 任天堂株式会社 Posting information sharing system
US9833694B1 (en) * 2012-08-28 2017-12-05 Zynga Inc. Providing rewards to players based on activity of associated players
US9516168B2 (en) 2012-10-19 2016-12-06 Virtual Hold Technology, Llc Managing, directing, and queuing communication events using near-field communications
US10339550B2 (en) * 2012-12-11 2019-07-02 Quest 2 Excel, Inc. Gamified project management system and method
US20140162220A1 (en) * 2012-12-11 2014-06-12 Quest 2 Excel, Inc. System, method and computer program product for gamification of business processes
WO2014094110A1 (en) * 2012-12-20 2014-06-26 Genia Inc. Permutable knowledge-based video game and editor therefor
JP6368069B2 (en) * 2013-01-31 2018-08-01 株式会社ソニー・インタラクティブエンタテインメント Game device, game control method, game control program, matching server, matching control method, and matching control program
US9120020B2 (en) 2013-03-13 2015-09-01 Microsoft Technology Licensing, Llc Matchmaking in multiplayer gaming
US10163303B1 (en) 2013-03-13 2018-12-25 PlayStudios, Inc. Cash slot machine augmented with secondary currency
US9526993B2 (en) * 2013-08-02 2016-12-27 Steelseries Aps Systems and methods for associating players of electronic games
US9687745B2 (en) * 2013-08-22 2017-06-27 Riot Games, Inc. Systems and methods that enable customizable teams for multi-player online games
US9905076B2 (en) * 2013-12-31 2018-02-27 Todd L. Landen System and method of bet-matching and chance-element features for multi-player online skill games
JP6348726B2 (en) 2014-02-13 2018-06-27 任天堂株式会社 Information sharing system, information processing apparatus, program, and information sharing method
JP2015150172A (en) * 2014-02-13 2015-08-24 任天堂株式会社 Information sharing system, information-processing device, program, and information sharing method
US9776091B1 (en) 2014-05-16 2017-10-03 Electronic Arts Inc. Systems and methods for hardware-based matchmaking
US10286326B2 (en) * 2014-07-03 2019-05-14 Activision Publishing, Inc. Soft reservation system and method for multiplayer video games
US10118099B2 (en) 2014-12-16 2018-11-06 Activision Publishing, Inc. System and method for transparently styling non-player characters in a multiplayer video game
WO2016122032A1 (en) * 2015-01-30 2016-08-04 (주)네오위즈플레이스튜디오 Game server for providing blackjack game, and method for providing same
US10315113B2 (en) 2015-05-14 2019-06-11 Activision Publishing, Inc. System and method for simulating gameplay of nonplayer characters distributed across networked end user devices
US20170004670A1 (en) * 2015-07-02 2017-01-05 Michael Klarman System and method for generating sport betting consensus based onthe ability of handicappers
US9993735B2 (en) 2016-03-08 2018-06-12 Electronic Arts Inc. Multiplayer video game matchmaking optimization
US10198914B2 (en) * 2016-03-31 2019-02-05 Igt Canada Solutions Ulc Gaming device for updating game play in real-time
US10163302B2 (en) 2016-08-08 2018-12-25 Double Down Interactive Llc Gaming system and method for providing a variable award in association with a virtual currency purchase
US20180061180A1 (en) * 2016-08-26 2018-03-01 Flo, Llc System and Method for Incorporating Game Play into Product Transactions
US10286327B2 (en) * 2016-10-21 2019-05-14 Electronic Arts Inc. Multiplayer video game matchmaking system and methods
US10500498B2 (en) 2016-11-29 2019-12-10 Activision Publishing, Inc. System and method for optimizing virtual games
US10091281B1 (en) 2016-12-01 2018-10-02 Electronics Arts Inc. Multi-user application host-system selection system

Family Cites Families (43)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5359510A (en) * 1990-11-28 1994-10-25 Sabaliauskas Anthony L Automated universal tournament management system
US5553864A (en) * 1992-05-22 1996-09-10 Sitrick; David H. User image integration into audiovisual presentation system and methodology
US5683082A (en) * 1992-08-04 1997-11-04 Kabushiki Kaisha Ace Denken Gaming system controlling termination of playing and degree of playing difficulty
US5586257A (en) * 1994-05-05 1996-12-17 Perlman; Stephen G. Network architecture to support multiple site real-time video games
US5813913A (en) * 1995-05-30 1998-09-29 Interactive Network, Inc. Game of skill playable by remote participants in conjunction with a common game event where participants are grouped as to skill level
US5823879A (en) * 1996-01-19 1998-10-20 Sheldon F. Goldberg Network gaming system
US6264560B1 (en) * 1996-01-19 2001-07-24 Sheldon F. Goldberg Method and system for playing games on a network
US6128660A (en) * 1996-03-21 2000-10-03 Hearme Network match maker
US5816918A (en) * 1996-04-05 1998-10-06 Rlt Acquistion, Inc. Prize redemption system for games
US6306035B1 (en) * 1996-11-14 2001-10-23 Arcade Planet, Inc. Graphical user interface for providing gaming and prize redemption capabilities
US5779549A (en) * 1996-04-22 1998-07-14 Walker Assest Management Limited Parnership Database driven online distributed tournament system
US5755621A (en) * 1996-05-09 1998-05-26 Ptt, Llc Modified poker card/tournament game and interactive network computer system for implementing same
US6110041A (en) * 1996-12-30 2000-08-29 Walker Digital, Llc Method and system for adapting gaming devices to playing preferences
US6023729A (en) * 1997-05-05 2000-02-08 Mpath Interactive, Inc. Method and apparatus for match making
US6058367A (en) * 1997-06-13 2000-05-02 Tele-Publishing, Inc. System for matching users based upon responses to sensory stimuli
US6379247B1 (en) * 1997-07-07 2002-04-30 Walker Digital, Llc Method and system for awarding frequent flyer miles for casino table games
CA2375048A1 (en) * 1999-06-23 2000-12-28 Richard Postrel System for electronic barter, trading and redeeming points accumulated in frequent use reward programs
US6758754B1 (en) * 1999-08-13 2004-07-06 Actv, Inc System and method for interactive game-play scheduled based on real-life events
US6352479B1 (en) * 1999-08-31 2002-03-05 Nvidia U.S. Investment Company Interactive gaming server and online community forum
US20020002075A1 (en) * 2000-02-03 2002-01-03 Rick Rowe Method and apparatus for facilitating monetary and reward transactions and accounting in a gaming environment
US6390921B1 (en) * 2000-02-07 2002-05-21 Everglades Resources, Inc. Computer based method and apparatus for enabling collaboration of multiple game players
WO2001065358A2 (en) * 2000-02-17 2001-09-07 Acclim Entertainment, Inc. Multi-player computer game system and method
US7240093B1 (en) * 2000-02-29 2007-07-03 Microsoft Corporation Use of online messaging to facilitate selection of participants in game play
US20020052229A1 (en) * 2000-04-07 2002-05-02 Ronald Halliburton Solitaire game played over the internet with features to extend play
US6800029B2 (en) * 2000-04-07 2004-10-05 Igt Gaming environment including portable transaction devices for rating players
AUPQ784100A0 (en) * 2000-05-29 2000-06-22 Harkham, Gabi Method of and system for providing an on-line casino game
US6542748B2 (en) * 2000-06-10 2003-04-01 Telcontar Method and system for automatically initiating a telecommunications connection based on distance
US6325721B1 (en) * 2000-06-13 2001-12-04 Teletech Company, Ltd. Method for forecasting ranking of racing contests
US20020072413A1 (en) * 2000-11-03 2002-06-13 Eduardo Arias Entertainment platform
US6641481B1 (en) * 2000-11-17 2003-11-04 Microsoft Corporation Simplified matchmaking
US20020115488A1 (en) * 2001-02-22 2002-08-22 Nicholas Berry System and method for conducting an online competition
US20020128068A1 (en) * 2001-03-09 2002-09-12 Randall Whitten Jon Marcus Method and apparatus for managing data in a gaming system
US7218739B2 (en) * 2001-03-09 2007-05-15 Microsoft Corporation Multiple user authentication for online console-based gaming
US6597960B2 (en) * 2001-03-29 2003-07-22 Donald Spector Sport contest equalizer system
US6609970B1 (en) * 2001-05-31 2003-08-26 Sierra Design Group Method and apparatus for dispensing prizes in a gaming system
US6652378B2 (en) * 2001-06-01 2003-11-25 Igt Gaming machines and systems offering simultaneous play of multiple games and methods of gaming
US20030005326A1 (en) * 2001-06-29 2003-01-02 Todd Flemming Method and system for implementing a security application services provider
US20030224856A1 (en) * 2002-05-30 2003-12-04 Antonin Bukovsky Internet gaming system
US20040077408A1 (en) * 2002-10-21 2004-04-22 D'amico Michael H. Gaming award method and apparatus
WO2005010680A2 (en) * 2003-07-15 2005-02-03 Wildtangent, Inc. Multi-session user launching and invitation system and method
US7614955B2 (en) * 2004-03-01 2009-11-10 Microsoft Corporation Method for online game matchmaking using play style information
US7677970B2 (en) * 2004-12-08 2010-03-16 Microsoft Corporation System and method for social matching of game players on-line
US8066568B2 (en) * 2005-04-19 2011-11-29 Microsoft Corporation System and method for providing feedback on game players and enhancing social matchmaking

Cited By (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2009532764A (en) * 2006-03-31 2009-09-10 アルカテル−ルーセント ユーエスエー インコーポレーテッド Method and apparatus for quickly launching an application
JP2013149263A (en) * 2006-03-31 2013-08-01 Alcatel-Lucent Usa Inc Methods and devices for quickly launching applications
JP2011503677A (en) * 2007-09-19 2011-01-27 ソニー コンピュータ エンタテインメント アメリカ リミテッド ライアビリテイ カンパニー How to track, correlate and process multi-user online sessions
JP2017168115A (en) * 2012-08-06 2017-09-21 グリー株式会社 Display system, and display method and display program in the system
JP2015008835A (en) * 2013-06-27 2015-01-19 株式会社コナミデジタルエンタテインメント Game management device, game system, game management method, and program
JP5717306B1 (en) * 2014-12-04 2015-05-13 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device
WO2016203765A1 (en) * 2015-06-15 2016-12-22 株式会社スクウェア・エニックス Video game processing program, and video game processing system

Also Published As

Publication number Publication date
MXPA05006290A (en) 2011-04-14
CA2506101A1 (en) 2004-06-03
WO2004046859A2 (en) 2004-06-03
ZA200504825B (en) 2006-07-26
US20040097287A1 (en) 2004-05-20
WO2004046859A3 (en) 2005-07-21
AU2003287646A1 (en) 2004-06-15

Similar Documents

Publication Publication Date Title
King et al. Video game structural characteristics: A new psychological taxonomy
Witkowski On the digital playing field: How we “do sport” with networked computer games
US9530282B2 (en) Video game gaming system
DE60132957T2 (en) Game play procedure, game system, and server
AU2012326266B2 (en) Skill normalized hybrid game
US10322351B2 (en) Matchmaking system and method for multiplayer video games
US8632395B2 (en) Enriched game play environment (single and/or multi-player) for casino applications
US20060046807A1 (en) Fantasy sports live
USRE41331E1 (en) Playing an interactive real-time card selection game over a network
US8932136B2 (en) Method and system for initiating an interactive game
US8282459B2 (en) Computer-based, interactive, real-time card selection game
US20140148238A1 (en) Skill based lottery system
US8176518B1 (en) Systems and methods for providing fantasy sports contests based on subevents
US20050003878A1 (en) Methods and apparatus for fairly placing players in bet positions
US8272961B2 (en) Asynchronous challenge gaming
US8663012B2 (en) Networked, electronic game tournament method and system
US9123205B2 (en) Online gaming tournament system having prizes for players in winning categories and method therefor
US10357719B2 (en) System and method for providing dynamic and static contest prize allocation based on in-game achievement of a user
US20050049731A1 (en) Interactive wagering contest method and system
EP1191492A2 (en) Network game method and network game system
US7422521B2 (en) Method of determining skill level in a tournament setting
US20120202599A1 (en) Gaming system and method providing a fantasy sports game
US20060030407A1 (en) Multiple player real-time on-line sports competition system
US6371855B1 (en) Fantasy internet sports game
US9058713B2 (en) Interactive internet lottery