US20130225297A1 - Contest to reach a target - Google Patents

Contest to reach a target Download PDF

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Publication number
US20130225297A1
US20130225297A1 US13/405,864 US201213405864A US2013225297A1 US 20130225297 A1 US20130225297 A1 US 20130225297A1 US 201213405864 A US201213405864 A US 201213405864A US 2013225297 A1 US2013225297 A1 US 2013225297A1
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Prior art keywords
player
target
device
contest
method
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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.)
Abandoned
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US13/405,864
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Anthony D. Bautista
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Anthony D. Bautista
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Priority to US13/405,864 priority Critical patent/US20130225297A1/en
Publication of US20130225297A1 publication Critical patent/US20130225297A1/en
Priority claimed from US14/207,177 external-priority patent/US9520021B2/en
Application status is Abandoned legal-status Critical

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5378Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce, e.g. shopping or e-commerce
    • G06Q30/02Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
    • G06Q30/0207Discounts or incentives, e.g. coupons, rebates, offers or upsales
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game

Abstract

A contest implemented by downloading to a player device a location of a target. The player device displays the location of the target on a map. A count is kept of a number of times the target is reached by any player. A grand prize is awarded to a player using the player device when the player reaches the target and the number counted is at a predetermined winning value.

Description

    BACKGROUND
  • With the advent of the internet, various internet based games have at times attracted attention. For example, geo-caching is a game in which “caches” are hidden (either inside or outside) in urban or rural areas. A player obtains the coordinates (usually latitude and longitude) of a hidden cache from an internet site. Along with the coordinates, the internet site may provide other clues helpful to the player in finding the cache. The player then searches for the cache based on the received coordinates of the cache and any other provided clues. For example, the player can enter the received coordinates into a global positioning satellite (GPS) receiver. The cache is typically a waterproof, sealed container. In the container may be stored, for example, a logbook and a writing instrument. The cache may also include other items such as a book, CD video, DVD, trinket and so on. Some games may request a player that takes an item stored in a cache to replace it with another item with similar or greater value.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 is a simplified block diagram showing network devices utilized in a contest in accordance with an embodiment.
  • FIG. 2 is a simplified block diagram illustrating communication between an administrative device and a game server in accordance with an embodiment.
  • FIG. 3 is a simplified block diagram illustrating communication between a game server and a player device in accordance with an embodiment.
  • FIG. 4 is a simplified flowchart illustrating operations of an administrative device obtaining game parameters and other information from a contest administrator in accordance with an embodiment.
  • FIG. 5 is a simplified flowchart illustrating operations of a player device during participation in a contest in accordance with an embodiment.
  • FIG. 6 is a simplified flowchart illustrating operations of a player device during participation in a contest in accordance with another embodiment.
  • FIG. 7 is a simplified flowchart illustrating operations of a player device during participation in a contest in accordance with another embodiment.
  • FIG. 8 is location of a target and a player being highlighted on a map displayed on a player device in accordance with an embodiment.
  • DETAILED DESCRIPTION
  • A mobile device, such as a mobile phone, tablet, personal digital assistant or portable computer, is used to implement a contest. The mobile device receives by download the contest parameters. The parameters may include, for example, a prize and a winning number. The parameters may also include, for example, a contest sponsor. The mobile device also receives location of a target. For example, depending on the contest implementation, the target may be mobile or fixed. For example, the location of the target may be marked and shown on a map on the display of the mobile device.
  • The goal of the contest is for a player to reach the target. The winning number indicates which player who reaches the target is the winner. For example, if the winning number is ten, the tenth player to reach the target is the winner.
  • In one embodiment of the contest, the target is a person and the mobile device receives and displays to the player a picture of the target. When the player presents himself or herself to the target, if that makes the total number of players that have presented themselves to the target equal to the winning number, the player is the winner. The winner receives the prize from the target. Other players that present themselves to the target may get an award, such as a coupon. Other players that present themselves to the target not equal to the winning number will be entered into a raffle with a chance to win a consolation prize, such as a gift card.
  • In another embodiment of the contest, the player device sends a ping to a game server or the target when the player is within a predetermined distance from the target, i.e., has reached the target. If the player is the number of the player reaching the target is the winning number, the player is the winner. The winner receives the prize, for example, by reception of transmission of a gift card from the game server to the player device. Other players that reach the target by sending a ping when within a predetermined distance from the target, but are not the winning number, are entered into a raffle with a chance to win a consolation prize, such as a coupon or gift card, through electronic transmission.
  • FIG. 1 is a simplified block diagram showing devices that may be used in a contest. An administrative device 12 is used to set up the game. A game server 13 interacts with player devices to administer the game. In FIG. 1, the player devices are represented by a player device 21, a player device 22 and a player device 23. Depending upon how the contest is implemented, a target device 11 may maintain communication with the administration device 12 and/or with the game server 13. In some implementations, target device 11 may also communicate with player devices, represented by player devices 21 through 23.
  • Communication between devices is accomplished through a network 10. Network 10 is representative of a number of network options. These networking options may include any communication network through which communication occurs, or any combination of communication networks. Examples of such communication networks include the Internet, cellular networks, public telephone networks, and so on.
  • FIG. 2 is a simplified block diagram illustrating communication between administrative device 12 and game server 13 through network 10. In order to set up a contest, administrative device 12 forwards to game server 13 game parameters 21, target data 22, daily deal data 23 and location data 24. For example, game parameters 21 include details about a prize, a winning number and a contest sponsor. Target data 22 includes, for example, information about the target such as a picture of a person who is the target. Daily deal data 23 includes, for example, awards and/or a coupon available to all players. Location data 24 includes, for example, a current location of the target and may optionally include a map that shows current location of the target.
  • FIG. 3 is a simplified block diagram illustrating communication between game server 13 and player device 21 through network 10. Game server obtains player data 31 from player device 21. Player data 31 includes, for example, player name and contact data for the player. The contact data can be one or more of e-mail address, mailing address, phone number, facebook identity and so on.
  • Game server 13 forwards to player device 21 game parameters 21, target data 22 and daily deal data 23. Depending upon implementation, game server 13 can also forward to player device 21 current target location. Player device 21 sends player input 32 to game server 13. Player input 32 includes, for example, confirmation indicating whether the player is taking part in the current contest. In some embodiments, player input 32 includes, for example, a ping giving player location used to determine whether the player device 21 is within the predetermined distance of the target. Additional communication between game server 13 and player device 21 can include, for example, depending upon implementation, transmission of a prize, consolation prize, coupon or gift card dependent upon how well player does in the contest. Game server 13 can also solicit evaluation feedback about the contest and customer satisfaction information from the player.
  • FIG. 4 is a simplified flowchart illustrating operations of administrative device 12 obtaining game parameters and other information from a contest administrator. In a block 41, administrative device 12 starts obtaining information about a new contest. In a block 42, administrative device 12 obtains game date indicating the date on which the contest will be held.
  • In a block 43, administrative device 12 obtains an indication from the contest administrator as to whether the target will be in a fixed location or mobile. If the target will be in a fixed location, in a block 44, a location of the target is set. In a block 45, award parameters are set indicating, for example, coupons that will be offered to a player that comes to the target location but does not get there in accordance to the winning number. For example, if the location is a commercial establishment, the daily deal coupon may be a coupon that can be used at that commercial establishment for a discount on an item for sale such as a food item, a beverage, an electronic device, a non-electronic accessory and so on.
  • If in block 43 the contest administrator indicates the target will be mobile. In a block 46, administrative device 12 obtains from the contest administrator an identifier of the mobile device. This identifier may be, for example a unique device identifier (UDID) assigned to target device 11. The UDID will allow player devices, represented by player devices 21 through 23, to track location of target device 11 either through location information obtained from game server 13 or directly from target device 11, depending upon a particular implementation of how location information is communicated to the player devices.
  • In a block 47, administrative device 12 obtains from the contest administrator a sponsor name. For example, the sponsor is identified and promoted to the players through communications to the player devices. For example, the sponsor is the provider of some or all of the prizes, awards and any coupons awarded to the players of the contest. Depending upon implementation, some or all of the prizes, awards and coupons may come from some source other than the sponsor.
  • In a block 48, administrative device 12 obtains details about prizes from the contest administrator. For example, the details about the prizes may include information specifying an amount and sponsor of cash or a gift card to be awarded the contest winners. The details about the prizes may also include an actual electronic gift card to be forwarded electronically to the winners. Alternatively, the details about the prize may provide other information identifying the contest prizes. For example, the prizes may include a grand prize and one or more consolation prizes.
  • In a block 49, administrative device 12 obtains the winning number from the contest administrator. In a block 50, administrative device 12 obtains a start time and a stop time from the contest administrator. The start time indicates the date and time the contest will start. The stop time indicates the date and time the contest will stop.
  • In a block 51, administrative device 12 is done receiving obtaining game parameters and other information from the contest administrator.
  • FIG. 5 is a simplified flowchart illustrating operations of player device 21 during an example contest where the target is a person and is mobile.
  • In a block 55, the operations of player device 21 pertaining to a contest begins. In a block 56, a daily game e-mail is received. The daily game e-mail, for example, provides information about the contest including the prize and sponsor. Alternatively, other means can be used to communicate information about the contest such as, for example, a text message or instant message.
  • In a block 57, player device 21 offers the player the opportunity to play. If the player elects not to play, in a block 69, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 57, the player elects to play, in a block 58, player device 21 launches a player application. The player application oversees operation of player device 21 pertaining to the remaining of the blocks set out in FIG. 5.
  • In a block 59, player device 21 confirms with game server 13 the game parameters. In a block 60, player device 21 displays a game map to the player. The game map includes a marked location of the target. This is illustrated by FIG. 8. In FIG. 8, player device 21 is shown to be, for example, a mobile phone. A display 121 of player device 21 displays a map. On the map, a marked location 122 indicates location of the target and a marked location 123 indicates player location.
  • In a block 61, shown in FIG. 5, player device 21 checks to see if the current time is within the start and stop time for the contest, as set in the game parameters. If not, in block 69, the operations of player device 21 pertaining to the daily contest ends.
  • In a block 62, the player attempts to reach the target. In a block 63, player device 21 makes a check to see if the target has been reached. This can be determined, for example, based in input from the player. When the player reaches the target, the player communicates this information to player device 21. Until the player communicates to player device 21 that the target has been reached, player device 21 assumes the target has not been reached.
  • In block 63, if the target has not been reached, in a block 64, player device 21 updates positions of the target and the player. The position of the target is updated, for example, based on communication from game server 13, or from tracking information otherwise available on target device 11. The position of the player device 21 is updated, for example, based on internal location information within player device 21, for example, from a GPS source. In block 60, the newly updated location position information is displayed on a game map.
  • In block 63, if the target has been reached, in a block 65, the target determines whether the player has reached the target in accordance with the winning number. If so, in a block 66, the player is deemed the winner and in a block 67, the target awards the grand prize to the player. In block 69, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 65, the target determines the player has reached the target not in accordance with the winning number, in a block 68, player device 21 receives an award, such as a daily deal coupon or some other award. In addition, the player is entered into a raffle. In block 69, the operations of player device 21 pertaining to the daily contest ends.
  • When the contest has ended for all the players, in a block 700, a raffle is conducted. In a block 701, a consolation prize is awarded one of the players entered in the raffle.
  • FIG. 6 is a simplified flowchart illustrating operations of player device 21 during an example contest where the target can be stationary or mobile. This contest allows for delivery of prizes and awards electronically so there is no need for the target to be a person, although the target can still be a person. For example, a stationary target can just be a location.
  • In a block 71, the operations of player device 21 pertaining to a contest begins. In a block 72, a daily game e-mail is received. The daily game e-mail, for example, provides information about the contest including the prize and sponsor. Alternatively, other means can be used to communicate information about the contest such as, for example, a text message or instant message.
  • In a block 73, player device 21 offers the player the opportunity to play. If the player elects not to play, in a block 88, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 73, the player elects to play, in a block 74, player device 21 launches a player application. The player application oversees operation of player device 21 pertaining to the remaining of the blocks set out in FIG. 6.
  • In a block 75, player device 21 confirms with game server 13 the game parameters. In a block 76, player device 21 displays a game map to the player. The game map includes a marked location of the target.
  • In a block 77, player device 21 checks to see if the current time is within the start and stop time for the contest, as set in the game parameters. If not, in block 88, the operations of player device 21 pertaining to the daily contest ends.
  • In a block 78, the player attempts to reach the target. In a block 79, player device 21 checks to see how close player device 21 is to the target. If, in a block 80, player device 21 is not within a predetermined distance (for example 100 feet) from the location, in a block 86, the player is entered in a raffle. In a block 87, player device 21 updates positions of the target and the player. The position of the target is updated, for example, based on communication from game server 13, or from tracking information otherwise available on target device 11. The position of the player device 21 is updated, for example, based on internal location information within player device 21, for example, from a GPS source. If the target is fixed, it is not necessary to continuously update target location. In block 76 the newly updated location position information is displayed on a game map.
  • If in block 80 player device 21 is within the predetermined distance from the location, in a block 81, it is determined whether an hour has passed since the last time (if at all) player device 21 was within the predetermined distance and checked to see if it was the winning number contact. If in block 81, it is determined that, within the last hour, player device 21 was previously within the predetermined distance and checked to see if it was the winning number contact, then in block 86, the player is entered in a raffle. In block 87, player device 21 updates positions of the target and the player. In block 76 the newly updated location position information is displayed on a game map.
  • If in block 81 it is determined that within the last hour player device 21 did not previously while within the predetermined distance check to see if the player was the winning number, then in a block 82, the target determines whether the player has checked in within the predetermined distance from the target in accordance with the winning number. If so, in a block 83, the player is deemed the winner and in a block 84, the target awards the grand prize to the player. In block 88, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 82, the target determines the player has checked in within the predetermined distance from the target not in accordance with the winning number, in a block 85, the player device 21 receives an award such as a daily deal coupon. For example, this is done only on the first time that the player checks in within the predetermined distance from the location. Then in block 86, the player is entered in a raffle. In block 87, player device 21 updates positions of the target and the player. In block 76 the newly updated location position information is displayed on a game map.
  • When the contest has ended for all the players, in a block 89, a raffle is conducted. In a block 90, a consolation prize is awarded one of the players entered in the raffle.
  • FIG. 7 is a simplified flowchart illustrating operations of player device 21 during an example contest where the target can be stationary or mobile. This contest allows for delivery of prizes and awards electronically so there is no need for the target to be a person. For example, a stationary target can be a location.
  • In a block 91, the operations of player device 21 pertaining to a contest begins. In a block 92, a daily game e-mail is received. The daily game e-mail, for example, provides information about the contest including the prize and sponsor. Alternatively, other means can be used to communicate information about the contest such as, for example, a text message or instant message.
  • In a block 93, player device 21 offers the player the opportunity to play. If the player elects not to play, in a block 111, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 93, the player elects to play, in a block 94, player device 21 launches a player application. The player application oversees operation of player device 21 pertaining to the remaining of the blocks set out in FIG. 7.
  • In a block 95, player device 21 confirms with game server 13 the game parameters. In a block 96, player device 21 displays a game map to the player. The game map includes a marked location of the target.
  • In a block 97, player device 21 checks to see if the current time is within the start and stop time for the contest, as set in the game parameters. If not, in a block 108, a determination is made as to whether the player has checked in within the predetermined distance from the target not in accordance with the winning number. If not, in block 111, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 108, a determination is made that the player has checked in within the predetermined distance from the target not in accordance with the winning number, in a block 109, player device 21 communicates with game server 13 to determine whether a coupon has been redeemed by the player. If not, in a block 110, game server 13 sends a coupon, gift card or some other award to the player that can be redeemed at a commercial establishment near or at where the target is reached. In block 111, the operations of player device 21 pertaining to the daily contest ends.
  • In a block 98, the player attempts to reach the target. In a block 99, player device 21 checks to see how close player device 21 is to the target. If, in a block 100, player device 21 is not within a predetermined distance (for example 100 feet) from the location, in a block 114, the player is entered in a raffle. In a block 107, player device 21 updates positions of the target and the player. The position of the target is updated if not fixed, for example, based on communication from game server 13, or from tracking information otherwise available on target device 11. The position of the player device 21 is updated, for example, based on internal location information within player device 21, for example, from a GPS source. In block 96 the newly updated location position information is displayed on a game map.
  • If in block 100 player device 21 is within the predetermined distance from the location, in a block 101, it is determined whether an hour has passed since the last time (if at all) player device 21 previously was within the predetermined distance and checked to see if it was the winning number contact. If in block 101, it is determined that within the last hour, player device 21 was within the predetermined distance and checked to see if it was the winning number contact, then in block 114, the player is entered in a raffle. In block 107, player device 21 updates positions of the target and the player. In block 96 the newly updated location position information is displayed on a game map.
  • If in block 101, it is determined that within the last hour, player device 21 has not previously checked in while within the predetermined distance, in a block 102, the target determines whether the player has checked in within the predetermined distance from the target in accordance with the winning number. If so, in a block 103, the player is deemed the winner and in a block 104, the target awards the grand prize to the player. In block 111, the operations of player device 21 pertaining to the daily contest ends.
  • If in block 102, the target determines the player has checked in within the predetermined distance from the target not in accordance with the winning number, in a block 105, player device 21 communicates with game server 13 to determine whether a coupon or other award has been redeemed by the player. If not, in a block 106, game server 13 sends a coupon, gift card or other award to the player that can be redeemed at a commercial establishment near or at where the target is reached. Then in block 114, the player is entered in a raffle. In block 107, player device 21 updates positions of the target and the player. In block 96 the newly updated location position information is displayed on a game map.
  • When the contest has ended for all the players, in a block 112, a raffle is conducted. In a block 113, a consolation prize is awarded one of the players entered in the raffle.
  • The foregoing discussion discloses and describes merely exemplary methods and embodiments. As will be understood by those familiar with the art, the disclosed subject matter may be embodied in other specific forms without departing from the spirit or characteristics thereof. Accordingly, the present disclosure is intended to be illustrative, but not limiting, of the scope of the invention, which is set forth in the following claims.

Claims (20)

I claim:
1. A method for implementing a contest comprising:
downloading to a player device a location of a target;
displaying, by the player device, the location of the target on a map;
counting a number of times the target is reached by any player; and,
awarding a grand prize to a player using the player device when the player reaches the target and the number counted is at a predetermined winning value.
2. A method as in claim 1 additionally comprising:
presenting an award to the player when the player reaches the target and the number counted is not at the predetermined winning value; and,
awarding a consolation prize to a winning player selected via a raffle from among players that reached the target but were not awarded the grand prize.
3. A method as in claim 2 wherein the grand prize is a gift card, the consolation prize is a gift card and the award is a discount coupon.
4. A method as in claim 1 wherein the target is a person and the player reaches the target when the player addresses the target.
5. A method as in claim 1 wherein the target is at a fixed location and the player reaches the target when the player device sends a ping to a game server when the player device is within a predetermined distance from the fixed location.
6. A method as in claim 1 wherein the location of the target is downloaded to the player device by a game server.
7. A method as in claim 1 wherein the target changes location and the player device periodically updates display of the location of the target on the map.
8. A method as in claim 1 wherein awarding the prize to the player is accomplished by electronic transmission from a game server to the player device.
9. A method as in claim 1 wherein the player can reach the target multiple times provided there is an interval of time of at least a predetermined duration between each time the player reaches the target.
10. A method as in claim 1 wherein at a predetermined time the contest is ended.
11. A method as in claim 9 wherein at the predetermined time the contest is ended, an award is downloaded to the player device by a game server.
12. A method for setting up a contest comprising:
receiving, by an administrative device from an administrator, time constraints for the contest;
receiving, by the administrative device from the administrator, location information for a target;
receiving, by the administrative device from the administrator, a description of a prize;
receiving, by the administrative device from the administrator, a winning number; and,
forwarding, to a plurality of player devices, the time constraints, location information and prize descriptions;
wherein the contest consists of awarding the prize to a player, using of one of the plurality of player devices, who reaches the target when a count of players that reach the target reaches the winning number.
13. A method as in claim 12 additionally comprising:
receiving, by the administrative device from the administrator, a description of an award awarded to any player that reaches the target when the count of players that reach the target has not reached the winning number.
14. A method as in claim 12 additionally comprising:
receiving, by the administrative device from the administrator, a description of an award awarded to any player that competes in the contest; and,
awarding a consolation prize to a winning player selected via a raffle from among players that reached the target but were not awarded the grand prize.
15. A method as in claim 12 additionally comprising:
receiving, by the administrative device from the administrator, a description of an award awarded to any player that competes in the contest.
16. A method as in claim 12 wherein location information for the target is a unique device identifier (UDID) assigned to a target device.
17. A method as in claim 12 wherein location information for the target is a set of longitude and latitude coordinates for a fixed location.
18. A game server that implements a contest, the game server comprising:
means for receiving from an administrator information pertaining to the contest, the information including, time constraints for the contest, location information for a target, a description of a prize and a winning number; and,
means for forwarding to a player device the time constraints for the contest, the location information for the target, and the description of the prize;
wherein the contest consists of awarding the prize to a player, using of one of the plurality of player devices, who reaches the target when a count of players that reach the target reaches the winning number.
19. A game server as in claim 18 additionally comprising means to receive a ping from a player device from the plurality of player devices, when the player device is within a predetermined distance from the target.
20. A game server as in claim 18 additionally comprising means to award the prize by electronically transmitting a gift card to a player device for the player who reaches the target when the count of players that reach the target reaches the winning number.
US13/405,864 2012-02-27 2012-02-27 Contest to reach a target Abandoned US20130225297A1 (en)

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