US20240024765A1 - Game of skill played by remote participants utilizing wireless devices in connection with a common game event - Google Patents

Game of skill played by remote participants utilizing wireless devices in connection with a common game event Download PDF

Info

Publication number
US20240024765A1
US20240024765A1 US18/375,513 US202318375513A US2024024765A1 US 20240024765 A1 US20240024765 A1 US 20240024765A1 US 202318375513 A US202318375513 A US 202318375513A US 2024024765 A1 US2024024765 A1 US 2024024765A1
Authority
US
United States
Prior art keywords
game
server
skill
tier
players
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
US18/375,513
Inventor
David B. Lockton
Mark K. Berner
Mark J. Micheli
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Winview IP Holdings LLC
Original Assignee
Winview IP Holdings LLC
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US11/166,596 external-priority patent/US8870639B2/en
Application filed by Winview IP Holdings LLC filed Critical Winview IP Holdings LLC
Priority to US18/375,513 priority Critical patent/US20240024765A1/en
Assigned to WINVIEW IP HOLDINGS, LLC reassignment WINVIEW IP HOLDINGS, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: WINVIEW, INC.
Assigned to WINVIEW, INC. reassignment WINVIEW, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: AIRPLAY NETWORK, INC.
Assigned to AIRPLAY NETWORK, INC. reassignment AIRPLAY NETWORK, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BERNER, MARK K., LOCKTON, DAVID B., MICHELI, MARK J.
Publication of US20240024765A1 publication Critical patent/US20240024765A1/en
Pending legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection 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

Definitions

  • the present invention relates to the field of distributed gaming. More specifically, the present invention relates to the field of distributed gaming utilizing a mobile device.
  • U.S. Pat. No. 5,813,913 to Berner and Lockton provides for a central computing system which includes a means of grouping participants having similar skill levels together in simultaneous, but separate, levels of competition playing an identical game. The relative performances are communicated to only those participants competing at the same skill level.
  • the Berner/Lockton patent also provides for a wireless receiving device to permanently store the specific skill level for each participant for each type of common event such as those based on televised sports or game shows.
  • the Berner/Lockton patent provides for a telephonic link at the completion of the game to collect information and update the skill level of the participants of a particular game.
  • the system includes a central computer system with each remote participant having a mobile device such as a cell phone.
  • the system also provides for effective promotion or updating to a higher skill tier of successful players of the game.
  • Each skill tier adds complexity as well as increased point potentials, such as the addition of point doubling options.
  • the game is relatively simple initially, permitting new users to understand, play and enjoy the game. As the user becomes more skilled and reaches higher tiers, the game becomes more challenging thus retaining a player's interest. Players are able to view all scores including those in other tiers, although they will know that players in other tiers had more opportunities to earn points.
  • a system for a game of skill played by one or more individuals viewing one or more common game events comprises a mobile device for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial entry level skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has an increasingly more sophisticated level of play.
  • the mobile device is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer.
  • the mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system.
  • the one or more common game events is a live television broadcast of a sporting event.
  • the one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
  • the one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show.
  • the one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games.
  • the one or more common game events is played on computers, the Internet, handhelds or cell phones.
  • the game scores are communicated to the one or more individuals on a webpage.
  • the game scores are communicated to the one or more individuals on the mobile device.
  • the tiers are communicated to the one or more individuals.
  • the central computing system communicates all game scores to individuals irregardless of game skill tier.
  • the central computing system communicates all game scores in the game skill tier to individuals included in the individuals' game skill tier.
  • the relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers.
  • the system functions utilizing the Internet.
  • a system for a game of skill played by one or more individuals viewing one or more common game events comprises a mobile device for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial lowest skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play, further wherein the central computing system communicates all game scores to individuals irregardless of game skill tier.
  • the mobile device is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer.
  • the mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system.
  • the one or more common game events is a live television broadcast of a sporting event.
  • the one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
  • the one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show.
  • the one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games.
  • the one or more common game events is played on computers, the Internet, handhelds or cell phones.
  • the game scores are communicated to the one or more individuals on a webpage.
  • the game scores are communicated to the one or more individuals on the mobile device.
  • the tiers are communicated to the one or more individuals.
  • the relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers.
  • the system functions utilizing the Internet.
  • an apparatus for a game of skill played simultaneously by groups of participants, each group comprising several participants of a particular game skill tier, remote from each other in conjunction with at least one common game event where each participant player of a game receives one or more scores comprises means for providing the common game event and transmitting such event to each of the remote participants, control unit means associated with each remote participant for receiving game play inputs by each participant and scoring in response to the inputs, central computer system means for defining a predetermined plurality of game skill tiers including an initial entry skill tier and one or more advanced skill tiers and for receiving the game scores and determining one of the predetermined plurality of game skill tiers of each of the participants for a particular game and also promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play, the central computer system also including means for communicating game scores to all participants and means for permanently storing the game skill tier of each participant for each type of common game event.
  • the control unit means is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer.
  • the control unit means includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system.
  • the one or more common game events is a live television broadcast of a sporting event.
  • the one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, boxing, basketball, golf, soccer and auto racing.
  • the one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show.
  • the one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games.
  • the one or more common game events is played on computers, the Internet, handhelds or cell phones.
  • the game scores are communicated to the groups of participants on a webpage.
  • the game scores are communicated to the groups of participants on the mobile device.
  • the tiers are communicated to the one or more individuals. More questions are asked and more points are awarded at the relatively higher skill tier.
  • the apparatus functions utilizing the Internet.
  • a method of controlling a game of skill comprises transmitting one or more common game events to one or more mobile devices, defining a predetermined plurality of game skill tiers, querying one or more users via the one or more mobile devices, wherein the querying is relative to the predetermined plurality of game skill tiers such that each tier has a different level of querying, promoting one or more individuals to a relatively higher tier of the predetermined plurality of game skill tiers based on correctness of responses to the querying, determining a score for the one or more individuals based on the correctness of responses to the querying and communicating the scores of the one or more users to the one or more users.
  • the one or more mobile devices is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer.
  • the mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system.
  • the one or more common game events is a live television broadcast of a sporting event.
  • the one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
  • the one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show.
  • the one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games.
  • the one or more common game events is played on computers, the Internet, handhelds or cell phones.
  • Communicating the scores is by posting the scores on a webpage.
  • Communicating the scores is by sending the scores to the one or more mobile devices.
  • the method further comprises, communicating the tiers to the one or more users. More questions are asked and more points ae awarded at the relatively higher skill tier.
  • the method utilizes the Internet.
  • a network for controlling a game of skill played by one or more individuals viewing one or more common game events comprises a plurality of devices for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial lowest skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play.
  • the plurality of devices are from a group consisting of cellular phones, PDAs, an MP3 players, and laptop computers.
  • the plurality of devices include means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system.
  • the one or more common game events is a live television broadcast of a sporting event.
  • the one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
  • the one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show.
  • the one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games.
  • the one or more common game events is played on computers, the Internet, handhelds or cell phones.
  • the game scores are communicated to the one or more individuals on a webpage.
  • the game scores are communicated to the one or more individuals on the mobile device.
  • the tiers are communicated to the one or more individuals.
  • the central computing system communicates all game scores to individuals irregardless of game skill tier.
  • the central computing system communicates all game scores in the game skill tier to individuals included in the individuals' game skill tier.
  • the relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers.
  • the network of devices function utilizing the Internet.
  • a graphical user interface for displaying scores of a game of skill played by a plurality of players viewing one or more common game events comprises a representation of a plurality of tiers and a list of a plurality of scores of the plurality of players, wherein each player has an associated tier and further wherein the scores for each player are listed in the associated one of the plurality of tiers.
  • the plurality of players play a game with different opportunities to score points.
  • the plurality of players play a game with the same opportunities to score points.
  • the plurality of scores are displayed in an order selected from a group including ascending, descending and alphabetical.
  • FIG. 1 illustrates a mixed topology for a network game.
  • FIG. 2 illustrates a process flow for getting a schedule of events on a mobile device for a network game.
  • FIG. 3 illustrates a process flow for play in conjunction with a synchronized live event on a mobile device in a network game.
  • FIG. 4 illustrates a process flow for a server sending a list of scheduled events for a network game.
  • FIG. 5 illustrates a process flow fora server setting up a network game.
  • FIG. 6 illustrates a process flow for a server officiating a network game.
  • FIG. 7 illustrates the system implemented by some embodiments.
  • FIG. g illustrates an example of differences between each tier.
  • FIG. 9 illustrates a set of example tiers.
  • FIG. 10 illustrates an exemplary graphical user interface.
  • FIGS. 11 A-C illustrate exemplary graphical user interfaces.
  • FIG. 12 illustrates an exemplary graphical user interface on a web page.
  • the Super Bowl live audience numbers in the tens of thousands of spectators, while the television audience may number in excess of 100 million viewers.
  • a majority of these viewers have access to an assortment of mobile devices, e.g., most commonly in the form of the ubiquitous cellular telephone.
  • two-way network connections provide comparatively reliable and secure service.
  • forming a two-way connection between the high potential number of participants of a real-time game (e.g., associated with a broadcast event) and a central host server creates challenges because of the low latency demands of such a game played in realtime.
  • two-way networks posed scalability issues and became impractical for massive numbers of participants and for games over low bandwidth connections such as some mobile networks.
  • a system and method are provided for updating participants in a game.
  • the method selects a set of sampling participants from the set of all participants of a game. In some of these embodiments, the selection occurs prior to the start of the game.
  • the method of some embodiments establishes a two-way connection between a server and each of the sampling participants. The method continuously maintains the two-way connection throughout the game. After each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a participant.
  • Some embodiments base the data on a statistically projectable random sample that is representative of all the participants in the game.
  • the broadcast recipient is a non-sampling participant.
  • a non-sampling participant is a participant who was not selected for the set of sampling participants.
  • the non-sampling participant utilizing the projectable data, determines a standing relative to the other participants for the game period.
  • a mobile device e.g., cellular phone, PDA, etc.
  • M instant messaging
  • IRC Internet Relay Chat
  • email voice and/or other data modes over a number of protocols such as transport control protocol (TCP) or universal datagram protocol (UDP).
  • TCP transport control protocol
  • UDP universal datagram protocol
  • the network game topology of some embodiments may include a mixture of one-way receivers and two-way clients to realize the benefits of both the one-way broadcast and two-way client/server architectures.
  • FIG. 1 illustrates such a mixed topology 100 .
  • a server 105 simultaneously broadcasts to several receivers 110 - 125 that are configured for one-way mode reception, while sending and receiving messages with a two-way mode client 130 , through a network 140 .
  • the network 140 includes a cellular network.
  • Current mobile device technology allows the use of each mobile device connected to the network 140 to store locally certain game information such as a cumulative score.
  • one advantage of the one-way architecture is reducing network and/or server latency by the distribution of data for processing and/or storage at the receiver.
  • some embodiments employ a setup process that will be described by reference to FIG. 2 .
  • FIG. 2 illustrates a mobile device setup process 200 for getting a schedule of events on a mobile device for a network game.
  • the mobile device set up process 200 begins at the step 205 , where a game participant selects a game application by using the participant's mobile device. Then the process 200 transitions to the step 210 , where the mobile device requests a list of game events associated with the selected game from a server, such as the server 100 represented in FIG. 1 .
  • the server 100 is a single computer, while in other embodiments the server 100 takes the form of any number of computers in any number of configurations, such as a server farm or cluster. Regardless of the configuration, the server typically hosts and officiates the game for these embodiments.
  • the server of some embodiments will be described in further detail by reference to FIGS. 4 , 5 , and 6 .
  • the mobile device receives a list of game events and displays the list to the participant at the step 215 .
  • the participant selects a game event in which to compete, and sends the selection to the server.
  • the server configures the game event for the requesting mobile device.
  • the server configuration of some embodiments includes a determination of whether the mobile device should set up a one-way or two-way connection with the server. The configuration process by the server of some embodiments will be described in further detail by reference to FIG. 5 .
  • the requesting mobile device receives a configuration message from the server at the step 225 and the process transitions to the step 230 .
  • the mobile device of some embodiments determines whether the configuration message from the server indicated that the mobile device should set up for one-way broadcast mode. If the message at the step 225 indicates that the mobile device should operate in broadcast mode, the process 200 transitions to the step 235 where the mobile device is configured to receive one-way broadcast transmissions from the server, and then the process 200 concludes. Otherwise, the process 200 transitions to the step 240 where the mobile device sets up a two-way client/server connection with the server for the selected game event, and the mobile device setup process 200 concludes.
  • FIG. 3 illustrates a mobile device operation process 300 for play in conjunction with a synchronized live event.
  • the mobile device operation process 300 begins at the step 305 where the process 300 determines whether the game is over. If the game is over, then the process 300 concludes. If the game is not over, then the process 300 transitions to the step 310 where the participant makes a prediction regarding some facet of the game being played. The participant makes the prediction by using the mobile device that was set up to play the game in accordance with the set up process 200 described above in relation to FIG. 2 .
  • the mobile device operation process 300 transitions to the step 315 when the mobile device receives a lockout message from the server.
  • the mobile device displays the participant's current prediction, if any, to the participant.
  • the server sends “lock out” signals prohibiting predictions or answers to the questions via a one-way broadcast transmission before the correct answers or facts are revealed.
  • the participant's mobile device determines whether the participant's predictions or answers were: (1) entered prior to the receipt of the time stamped lock out message and (2) correct or incorrect.
  • the mobile device computes locally a cumulative score based on whether the participant was correct, as opposed to performing these calculations for each participant on a central server.
  • a central server Such a system has the ability to scale to accommodate a potentially large number of participants from a huge audience. The lockout message and whether a game is over will be described later by reference to FIG. 6 .
  • the process 300 transitions to the step 320 where the mobile device receives the correct answer from the server, compares the received answer to the participant's prediction, and displays the comparison to the participant. Then, at the step 325 , the mobile device receives a set of sampling results from the server.
  • the server Prior to the commencement of the game, the server of some embodiments selects a statistically significant random sample of participants who have registered their intention to play the game. The server instructs these sampling participants' mobile devices to establish with the server a two-way connection to be maintained for the duration of the contest or game. Some embodiments establish the two-way connection transparently, which occurs with or without the participant's knowledge.
  • the server of some embodiments monitors the period-by-period scores of this statistically significant set of sampling participants.
  • the sampling results contain a distribution of the performance of the sampling participants for the last period of the game that was tabulated.
  • Some of these embodiments employ a histogram format to represent the sampling results.
  • the server of some embodiments broadcasts some of the information collected from the sampling participants as well as the correct answers or predictions for each game period.
  • the game application software residing in the mobile device will compare the participant's current score to the sampling results. For example, a participant who won the maximum number of points possible on their last prediction might be informed they had moved up from the 72nd percentile to the 89th percentile at that point in the game.
  • Some embodiments further provide a visual display of the current percentile standing for the participant based upon the comparison of the participant's score to the representative sample.
  • the sampling results include a histogram or another graphical representation of the sampling results. Generation and transmission of the sampling results will be further described below by reference to FIG. 6 .
  • the process 300 transitions to the step 330 where the mobile device compares the participant's performance to the sampling results and displays the comparison to the participant. Then, the process 300 transitions to the step 335 where the mobile device tabulates and stores the participant's performance for the game. This tabulation and storage may include a ranking system.
  • the process 300 transitions to the step 340 where the process 300 determines whether the participant has achieved a high degree of performance. For some embodiments, a high degree of performance indicates a greater likelihood that the participant will have high enough score(s) to win.
  • the method uploads the participant's performance to the server for comparison against the uploaded results of the other high performers. Thus, these embodiments monitor only the subset of high scorers, based on the particular game parameters, to determine the winner(s).
  • the process 300 concludes. Otherwise if the participant has performed well, the process 300 of some embodiments transitions to the step 345 , where the process 300 determines whether the participant has exceeded one or more performance factors. If the participant has not exceeded the performance factor(s) then the process 300 transitions to the step 355 where the mobile device uploads the participant's performance information to the server, and the process 300 concludes. Otherwise, the participant exceeds the performance factor and the process 300 transitions to the step 350 where the mobile device switches to a two-way client/server mode. Then the mobile device uploads the participant's performance information to the server at the step 355 and the process concludes.
  • Some embodiments use the performance determination at the step 340 to check whether the participant's performance is high enough to warrant transmission to the server. In these embodiments, high performance may indicate whether the participant is likely to win. Some embodiments use the performance factor of the step 345 in FIG. 3 to determine whether the participant exhibits unusual performance or activity that might constitute cheating. This topic will be further discussed below.
  • the server of some embodiments will now be described in further detail by reference to FIGS. 4 , 5 , and 6 .
  • the mixed network topology 100 illustrated in FIG. 1 employs a server 105 to operate and officiate a game that is provided to a set of heterogeneous mobile devices.
  • the games begin by a participant selecting a game event through a mobile device, and by the mobile device requesting a list of hosted game events.
  • FIG. 4 illustrates a server hosting process 400 for a server sending a list of scheduled events for a network game.
  • the hosting process 400 begins at the step 405 where the server receives from a mobile device, a request for a list of events associated with a game.
  • the process 400 transitions to the step 410 where the server looks up events associated with the game in a master list of games and events. For instance, for the game of “football” the master list of games and events might include the “Super Bowl” as an event.
  • This master list is maintained by some embodiments on a data storage.
  • the server returns the list of events to the requesting mobile device and waits for the mobile device to make a selection.
  • the server receives from the requesting mobile device a selection for a game event and then the hosting process 400 concludes.
  • the server of some embodiments receives the selection of a game event from a requesting mobile device, the server performs certain setup operations for the requested game event.
  • the server logs the mobile device and/or the participant operating the mobile device to one or more data storages maintained by the server.
  • the server of some embodiments may request the identification explicitly, while the mobile device of other embodiments will transmit the identification separately, or in conjunction with another message to the server regardless of a specific identification request.
  • FIG. 5 illustrates a process 500 for a server setting up a network game.
  • the server setup process 500 begins at the step 505 when the server receives identification from the mobile device. As mentioned, this identification can represent a participant and/or the participant's mobile device.
  • the server uses the received identifier to look up the performance history associated to the received identifier.
  • the server of some embodiments may use a data storage for the lookup.
  • the process 500 transitions to the step 515 , where the process 500 determines based on the participant's performance history, whether the participant is likely to win.
  • the determination of some embodiments may be an approximation of performance for the selected game event, particularly if little or no performance history has been logged to the data storages for the particular participant.
  • the server setup process 500 transitions to the step 530 where the server sends a message to set the mobile device in a two-way client/server communications mode.
  • the server monitors closely the participant's performance for the game event. In these embodiments, the server is constantly updated with only the most relevant data from a subset of participants who are likely to win. Otherwise, if at the step 515 , the participant is not likely to win, then the process 500 transitions to the step 520 , where the process 500 determines whether there is a proper statistical sampling of scores.
  • the server setup process 500 determines whether the number of two-way (real-time) connections to the server is statistically significant, meaning that the number of connections is sufficient to provide a reasonably reliable representation of the population of all participants in the game event. If at the step 520 , there is not a proper statistical sampling (e.g., there are not enough two-way connections for statistical significance) then the process 500 transitions to the step 530 where the server sends a message to set the mobile device in two-way client/server mode (thus, increasing the number of two-way connections toward statistical significance), and the process 500 concludes.
  • the process 500 transitions to the step 525 where the server sends a message to set the mobile device in one-way mode to receive broadcasts from the server, and the server setup process 500 concludes.
  • the server sends a message to set the mobile device in one-way mode to receive broadcasts from the server, and the server setup process 500 concludes.
  • some embodiments pre-select a set of sampling participants for two-way connections at the start of each game.
  • FIG. 6 illustrates a process 600 for a server officiating a network game.
  • the server operation process 600 begins at the step 605 where the server transmits parameters and other information regarding the game to any mobile devices that have selected participation for the game period.
  • mobile devices configured for one-way mode will typically receive the game information through broadcast messages from the server, while mobile devices configured for two-way mode will send and receive in a manner that is typical of client/server connections.
  • the transmissions and/or broadcasts will continue at the step 605 until the conclusion of the game period as determined by the particular game parameters. Then the process 600 transitions to the step 610 where the server generates and sends a lockout message to notify the participating or subscribed mobile devices that the game period has concluded. In some embodiments, the lockout message includes a timestamp. After the lockout message, the server generates and sends the correct result for the recently concluded game period at the step 615 . Then the process 600 transitions to the step 620 where the server compiles the available performance data from the two-way client/server mode participants. As mentioned above, in some embodiments the two-way mode participants form a representative sample of all participants competing during the particular game period. The server operation process 600 of some embodiments generates a graphical representation of the results obtained from the representative sample of participants. Some of these embodiments use a histogram format to illustrate the sampling results.
  • the process 600 transitions to the step 625 where the server sends the sampling results to the participants of the game period.
  • the server typically broadcasts the sampling results to the one-way mode participants.
  • the process 600 transitions to the step 630 where the server receives uploaded results from the high performing one-way mode participants.
  • the high performing one-way mode participants determined their status as high performers based on the sampling results received from the server, and only those participants who were likely to win the game event or period upload their results to the server.
  • the server operation process 600 transitions to the step 635 where the process 600 may perform a number of functions. For instance, the process 600 of some embodiments determines and/or notifies one or more winners of the current game event or period. The process 600 of some embodiments also makes determinations or calculations as to the categories and criteria for winners of the game event and/or period. Thus, for each discrete period a participant's score may increment or decrement by the appropriate number of points depending on the game rules. Some embodiments calculate a total and/or cumulative score for the particular participant.
  • the details of the discrete period and the scoring typically encompasses the underlying facets of the game's subject matter such as, for example, the answer to a televised Jeopardy® question, or the results of a prediction of what play will be called by the quarterback in a televised football game.
  • the process 600 transitions to the step 640 where the process 600 determines whether the game, the event, and/or the period are over, based on a set of criteria specific to the selected game. If the game is not over, then the server operation process 600 returns to the step 605 , otherwise the process 600 concludes.
  • the officiating server during an online network game does not monitor a majority of the participants, particularly the one-way broadcast participants. In a network environment of heterogeneous mobile devices, this creates opportunities for participants to unfairly modify and report their performance.
  • a participant using a mobile device in an online or network game is able to (1) access the mobile device client to probe the microprocessor, and/or the RAM to modify the local data at the client device; (2) “spoof” or emulate another mobile client device or, (3) apply other techniques to enter predictions after the answers are known.
  • a crafty participant is able to create game scores that are not legitimately achieved out of view of the officiating secure server and submit the unfairly achieved performance for scoring against un-enhanced legitimate competitors.
  • some embodiments provide a method and system for detecting unusual performance in a game.
  • the game has a participant.
  • the game is a game of skill, which, as with most games of skill, performance improves with repetitive play, until a participant reaches their general level of skill.
  • the method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant, a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value. As mentioned above, some embodiments make this comparison at step 345 , of the process flow 300 , illustrated in FIG. 3 .
  • Some embodiments additionally track a game improvement factor (e.g., at step 635 in FIG. 6 ).
  • the game improvement factor includes the average change in performance over time for all participants of the game.
  • any participant whose current game performance is exceeding either the overall game improvement factor, and/or the individual's participant improvement factor, or who is achieving a score at the very highest level of the current online players will trigger the establishment of a two-way connection with the server for closer two-way monitoring of the participant's activity during the remainder of the game.
  • participants who approach a level of performance sufficient to win a significant prize, tournament points, or other reward are also selected by some embodiments for a two-way server connection at various times during their participation of a network game.
  • the two-way connection employs the transport control protocol (TCP) in some embodiments, while other embodiments might employ another suitable protocol.
  • TCP transport control protocol
  • the server of some embodiments is a “game session server” provided by AirPlay Network, Inc.
  • the server of some embodiments records data for the ongoing game play of the triggering participant and performs a variety of tests.
  • the tests of some embodiments include the recording of each entry by the participant, and examining the time stamp, user input, and other data being received from the participant's mobile device.
  • Some embodiments use the recorded data to identify anomalies in the participant's activities.
  • the anomalies might include (1) abnormal improvement in results relative to other participants, (2) abnormal improvement in performance based on prior performance for the particular participant, (3) signs that the application software has been altered, (4) anomalies in the utilization of the game control interface, and/or (5) indications through encryption and additional non-obvious data that the final score upload has been altered.
  • Some embodiments when detecting an anomaly, require future game play by the participant suspected of unfair activity to be conducted on a two-way basis with the server for close monitoring. For instance, during the game play of these embodiments, every play prediction is stored inside the mobile device and is sent periodically to the game server. Moreover, some embodiments store in a database, each participant's relative performance for each game in which the participant competes. In some embodiments, the participant's relative performance is stored in the form of a percentile standing. Some embodiments calculate and store the average performance level and the average incremental improvement in the percentile standing for each participant. As participants improve over time with practice and experience, some embodiments continually calculate an average improvement factor for both the game in general, as well as for a specific participant. For instance, the average improvement in percentile standing of a specific participant for a particular game might be two percentile points, while the average improvement for a group of participants at a particular skill level game-wide, might be three percentile points.
  • the threshold value used by some embodiments to gauge a participant's performance may vary for each participant, and for each game, and may also vary over time.
  • the threshold values of these embodiments are adjusted based on one or more of these or other factors (e.g., the participant and game factors, over time).
  • some embodiments employ multiple checks against one or more of the threshold values. For instance, the participant's improvement may not be that notable based on the participant's history but is unusual for the particular game played.
  • information regarding the average improvement in percentile standing for a participant and/or for the group of participants within a particular skill level for the game is stored to the participant's mobile device by using software that has been loaded into the participant's mobile device memory and/or that has been downloaded with an application's program. These embodiments continuously compare each participant's current percentile standing to the stored information that includes the improvement factors previously described.
  • information is updated in realtime. This includes updating the sampling distribution representing the game-wide performance through the (realtime) two-way connections, as well as updating the broadcast participants utilizing the one-way connections.
  • performance or scoring information may be represented in some embodiments by a histogram format, which may be displayed at various times on the participant's mobile device. The histogram of these embodiments may contain the performance of a random sample of selected participants who are continually connected to the server. In some embodiments, the mobile device might generate the histogram, while for other embodiments, the histogram is broadcast to all participants by the server.
  • the point values to win for each game being played is different and depends upon the following, among other things: the game; the difficulty of the game; and the performance of the players playing the game.
  • the histogram is used to track the scores of a sampling of the players and communicate those scores to all of the players during the game.
  • Each mobile device will then be able to determine how the corresponding player is performing in the current game relative to the other players.
  • FIG. 7 illustrates a system 705 implemented by some embodiments that includes a communication layer 710 , a master layer 715 , data storages 720 , and administration tools 725 .
  • FIG. 7 illustrates a system 705 implemented by some embodiments that includes a communication layer 710 , a master layer 715 , data storages 720 , and administration tools 725 .
  • one or more mobile devices 110 - 130 connect to the system 705 through a network 140 .
  • the network 140 in some embodiments includes a mobile device network such as a cellular network, which employs a variety of communications protocols to transmit data both one-way and two-way between the mobile devices 110 - 130 and the system 705 .
  • initial messages received by the system 705 are handled by the communication layer 710 .
  • the communication layer 710 might include dedicated servers to handle the communication needs of a large scale hosted network game.
  • the communication layer 710 of some embodiments includes a Connection Cluster, a Game Session Cluster, a Score Cluster, a Broadcast Cluster, and a Web Cluster, all provided by AirPlay Network, Inc.
  • the task of sending and receiving data in the processes of, for example, setting up a game, providing an event list, providing game parameters during a game, and updating scores, is divided among the separate servers and/or clusters.
  • the communications layer 715 is coupled to a master layer 720 .
  • the master layer 720 includes operational support for hosting and officiating the network games.
  • this hosted support might include server applications and functions for scheduling, registration, scoring, and validation.
  • the master layer 720 often operates on massive amounts of data, thus each function in these embodiments is typically delegated to a dedicated collection of servers and/or clusters (e.g., a Schedule Cluster, a Registration Cluster, and a Scoring/Validation Cluster, also provided in some embodiments by Airplay Network, Inc.).
  • the master layer 720 is further coupled to a set of data storages 720 to enable, for example, look ups into scheduling data such as a master schedule of games and events, user data such as participant and/or mobile device profiles and history, as well as prize data, results, metrics, and reporting data.
  • scheduling data such as a master schedule of games and events
  • user data such as participant and/or mobile device profiles and history
  • prize data results, metrics, and reporting data.
  • the data storages 720 and the master layer 715 of some embodiments are coupled to a set of administration tools 725 that allow, for example, data entry and management such as scheduling and customer service functions.
  • the administration tools include user interfaces, terminals, and other appropriate administration means.
  • each participant among potentially millions of participants may receive data on a one-way basis that indicates a highly accurate approximation of the participant's percentile standing after each event in real-time throughout the game.
  • Some embodiments of the invention enable the server providing game control to utilize a one-way broadcast transmission for all but a small fraction of the participants, which significantly reduces the number of servers required to conduct a massive real time game. These embodiments also reduce the communications traffic on the cellular networks. These communications and infrastructure costs of operating the game could otherwise be insurmountable.
  • the present invention In addition to the benefit of providing current standings to all participants, the present invention also dramatically reduces the number of scoring calls both during and at the conclusion of an event, which represents a significant improvement over the art.
  • the present invention establishes and maintains an ongoing two-way connection with a sample of participants throughout the game.
  • the present invention monitors this sample and makes the information available game-wide in real-time. Therefore, the present invention does not require additional time to collect, process, and rebroadcast to the game participants instructions to later establish a two-way connection and upload scores for verification and ranking. Further, the present invention permits an almost immediate data collection, verification, and notification process, from only the most relevant group of participants in a game.
  • the present invention addresses issues of integrity that are critical to a large-scale network game, which particularly may involve a number of mobile devices.
  • a sponsor of such a large or network game offering may charge for the service and award prizes to winners.
  • the participation for such events can number potentially in the tens of millions of simultaneous subscribers, particularly by using the multicast mobile or cellular network configuration of some embodiments.
  • such a game will draw little market response if the sponsor cannot maintain the integrity of the game.
  • Issues of cheating may be addressed by employing two-way connections to closely monitor participants, but this quickly becomes impractical for large numbers of participants.
  • a client utilizing a two-way connection e.g., a cellular telephone
  • Some embodiments of the present invention incur the high overhead of two-way monitoring for only the set of participants who have a higher risk of cheating and/or have a high risk of winning.
  • Such a system dramatically improves the economics of staging the network game and the quality of service for all the subscribed participants.
  • the present invention also provides for a system for enabling fair competition between people of similar experience or skill. It further provides for a system and method for promoting competitors to higher levels of competition as they improve with practice, knowledge and experience. The competitors are rewarded for improved performance by competing for greater prizes and being able to compete in more sophisticated and complex games by allowing modifications in the design of the game elements and rules themselves, where discrete elements of complexity are added to the games played at each higher skill level which are not available to players at a lower skill level.
  • a user starts out at the lowest tier of competition, where for example, he might be asked a minimal number of questions, thus keeping the game simple and fun so that the user is able to learn and perform well.
  • the central game server determines at what tier the player is now playing and using the methods described below to cause the application software in the cell phone (client) to add levels of complexity to the game rules. Additional questions and/or increased opportunities for scoring are then provided to the user, providing more opportunities for points.
  • communication between the client and the central computer will modify software to allow the competitor to obtain an incrementing number of points for every consecutive correct prediction that they make without a wrong prediction.
  • the failure to make any prediction will not jeopardize this bonus.
  • This further increases the level of sophistication of the underlying game by requiring the competitor to make a decision as to whether to venture a prediction at all. A wrong prediction would cancel an ever-increasing bonus for getting a growing number of plays, called correctly.
  • This system also increases the total possible number of points which are able to be earned in the game at higher tiers of competition.
  • FIG. 8 illustrates an example of differences between each skill tier within some embodiments.
  • the number of tiers in the example is not intended to limit the invention.
  • the example also utilizes a football game, but any game that involves skill in predicting the outcome is able to be implemented with the present invention; hence the football game example should not, in any way, limit the invention.
  • the user is asked two questions, for example, what the quarterback will call next and which direction the play will go.
  • the optional answers for the play a quarterback will call are RUN or PASS and the directional choices are LEFT, MIDDLE or RIGHT. If the user is correct in choosing PASS and LEFT, when the actual play results in a pass to the left, then the user is awarded two points, for example.
  • the user is asked the same two questions as above for the Challenger tier 800 , but additional opportunities to earn points are scalable as well. For instance, if a user picks RUN, he is then queried who the runner will be: QB, HB, FB or WR. Or if a user picks PASS, he is then queried who the receiver will be: WR1, WR2, WR3, TE or RB. Jersey numbers are able to be used instead of picking by position as well.
  • the user is also queried as to what type of specific play will be called with options such as SNEAK, DRAW, SWEEP and BOOTLEG for a RUN play or SCREEN, DEEP OUT, SLANT and POST for a PASS play.
  • options such as SNEAK, DRAW, SWEEP and BOOTLEG for a RUN play or SCREEN, DEEP OUT, SLANT and POST for a PASS play.
  • the user is asked the same questions asked to the Challengers and graduates, but is then asked additional questions as well.
  • the user is asked what the result of the play will be with possible answers of TD, FUMBLE, INT, SACK and FIRST DOWN.
  • bonus points are earned for correctly answering questions in a row.
  • Challenger users will know not only are they are not competing against Champion users for prizes, but their scores are not comparable because they do not have the same opportunities to obtain points.
  • a Challenger can only compare himself to other Challengers.
  • FIG. 8 should in no way limit the present invention. Although only two questions were used in the Challenger tier 800 and an additional two in the Champion tier 802 and then more in the Legend tier 804 , any number of questions is able to be asked in each of the tiers.
  • FIG. 9 illustrates a set of example tiers.
  • all players start off at a Challenger tier 900 .
  • the players have an opportunity to advance to Qualifier 902 , Champion 904 , Master 906 and Legend 908 tiers.
  • the Challenger tier 900 there are also a number of subtiers for each major tier.
  • a tier promotion occurs if the player in a previous game has performed above a certain level. All of the foregoing is transparent to the user.
  • the central computer system sets up the criteria for advancement from one skill tier to the next.
  • the scores are analyzed to determine if any advancements are earned.
  • a competition committee sets up advancement criteria for the game. Typical criteria would include, for example, the highest twenty five percent of the players scoring. As the players meet the advancement criteria, they advance to the appropriate tier.
  • the first method is to have all of the possible skills available at all tiers already coded into the application.
  • the application will expose to the users only the possible features of the game based on the user's skill tier.
  • a “promotion” message is broadcast by the central computer to the client.
  • the next tier of skill is automatically enabled on the client without communication back to the client or intervention by the subscriber.
  • the customer is instantly enabled to play the more sophisticated game.
  • software will also be enabled to cause the client's phone to receive the game play information on the results among those players now competing at the newly enabled skill tier.
  • Another method that will be used is to make sure that the user has the correct version of the application based on his skill tier.
  • the user will initially download from the central server the application that corresponds to his skill tier. Once the user starts the application, the application checks to make sure that the skill tier matches the version of the application. If the application does not match the skill tier, the application downloads from the central server the correct version. The user will also be able to download the updated application once his is promoted to a new skill tier.
  • FIG. 10 illustrates an exemplary Graphical User Interface (GUI) 1000 .
  • GUI 1000 enables users to view their scores.
  • the scores are displayed based on the tiers of the game.
  • the tiers include Legend, Master, Champion, Qualifier and Challenger tiers.
  • Players are grouped under each tier.
  • the players in different tiers did not have the same opportunities for points.
  • a player is also able to manipulate how the data is shown.
  • the example shows the scores in “Descending” order from highest to lowest. However, if a user knows he is closer to the bottom in points, he can choose to see the scores in “Ascending” order from lowest to highest. Furthermore, if a user is still having trouble finding his score another option is to sort the scores alphabetically “A-Z” or “Z-A” by players' names. In an alternative embodiment, the players in the different tiers have the same opportunity for points.
  • FIG. 10 is not meant to limit the invention in any way, although 5 tiers are shown and only three players are illustrated in each tier, there are able to be any appropriate number of tiers as well as any number of players within each tier. Furthermore, the scoring used in the example is not meant to limit the present invention in any way.
  • FIGS. 11 A-C illustrate other exemplary GUIs 1100 , 1100 ′ and 1100 ′′.
  • Each example displays a set of players based on a tab selected from a tab set 1102 , 1102 ′ and 1102 ′′ at the top of the screen.
  • the tab sets 1102 , 1102 ′ and 1102 ′′ are based on the tiers of the game including Legend, Master, Champion, Qualifier and Challenger tiers.
  • Each example shows different sets of rankings depending on the tab selected: the GUI 1100 shows rankings of Qualifiers, the GUI 1100 ′ shows rankings of Legends and GUI 1100 ′′ shows All rankings.
  • the Qualifiers' names 106 and corresponding scores 108 are displayed in a specified order.
  • the order of the names and scores is based on a selectable sorting method chosen by the user via a set of buttons 1104 , 1104 ′ and 1104 ′′.
  • Options for the sorting method include ascending score order, descending score order, alphabetically and reverse alphabetically.
  • FIG. 11 A illustrates the players' names 1106 in the Qualifiers tier sorted in descending order from the highest to the lowest scores 1108 .
  • FIG. 11 B illustrates the players' names 1106 ′ in the Legends tier sorted in descending order from the highest to the lowest scores 1108 ′.
  • FIGS. 11 A-C illustrates the top 3 players' names 1106 ′′ in All tiers from the highest to the lowest scores 1108 ′′. If a user chooses to see more than the top 3 players' names, he is able to click a “view more” link to view a complete list. There is also an alert mechanism in the top right corner to inform the player of their current ranking such as Qualifier.
  • the lists of player's names 1106 and scores 1108 are able to be displayed on one screen where the user scrolls down to view more or on a number of screens where the user clicks a link to go to the next page of listings.
  • FIGS. 11 A-C are just examples, each page is able to be as interactive as desired including more links, tabs, buttons or any other interactive tool. The examples of FIGS. 11 A-C are not meant to limit the invention in any way.
  • FIG. 12 illustrates an exemplary graphical user interface on a web page 1200 .
  • the web page 1200 implements standard navigational techniques such as tabs, text links, image links, buttons and banner ads.
  • the web page 1200 implements a customizable display which includes images, text fields, tables, tabs and more.
  • the present invention includes any other navigational or display mechanism to fully provide an enjoyable experience for users of the system.
  • the main display focuses on a list of names 1206 and their corresponding scores 1208 .
  • the list in the present example is displayed in descending order; however, the list is modifiable using a set of buttons 1204 to also display scores in ascending order, alphabetically or reverse alphabetically.
  • the Qualifier tab is selected from the tab set 1202 , but any of the tiers are selectable including All tiers.
  • Jim65 is the user logged in, and he is viewing the Qualifier tier, the default tier, where his name is highlighted.
  • the Qualifier tier is the default tier
  • the web page is modifiable to correspond with a user's preferences such that if the user prefers to go directly to the All scores page, then he is able to set that as the default.
  • a navigational bar 1210 which allows easy navigation within the web site. Included on the navigational bar are links to Home, About Airplay, Our Games, Learn More and Tournament Prizes.
  • the Home link takes the user to the Airplay home page. By clicking on About Airplay, a user is able to view information about Airplay.
  • the Our Games link provides further information about other Airplay Games. Learn More is an informative page that describes a specified game in detail.
  • the Tournament Prizes link explains the prizes available to players of the system.
  • Along the sides of the screen are areas 1212 for more information including advertisements, updates or any other information that Airplay chooses to display to the user.
  • Another location 1214 for information including banner ads, images of prizes, and any other information desired.
  • FIG. 12 provides an example of how user's are able to view their information on a web pages and is not meant to limit the invention in any way.
  • a user must first download the software to his mobile device. The user then is able to communicate with the server via the software.
  • the software queries the user if he wants to enter a game.
  • the user selects a game to play where the game is coordinated with a live event such as a football game.
  • the software prompts users to make predictions and the users select their answers at appropriate times. By selecting the proper choices, users earn points. If the user correctly answers a specified amount of questions and scores over a promotion threshold level, then the user will be promoted to the next tier to receive more advanced questions and more opportunities to earn points.
  • Users are able to view and compare their scores with all other users even though the only comparison worth while is their score with others in the same tier as them.
  • the scores are available to be viewed online or via the user's mobile device. Users are also able to win prizes based on how well they do in competitions.
  • the present invention allows all competitors to view all of the scores.
  • the Internet allows subscribers of the service to view all results, and since all competitors competed in a single game in the prior art, users would directly compare all of their scores even Challengers with Legends.
  • the present invention since at each discrete tier there is a separate copyrightable game, specifically designed with elements that allow increased point values at each skill tier, comparisons of one's score in the entry tier to the scores of the next highest tier, are meaningless.
  • the games and the score potential are completely different at each tier. Competitors who will never advance far through the tiers of competition can be content to compete with people at their own skill tier.
  • the elimination of negative feedback from the comparison of one's score to those playing an identical game at a higher tier will increase customer satisfaction and correspondingly decrease customer “chum” or voluntary disconnect. A decrease by a small fraction in customer chum has significant impact on a service's profitability.
  • the present invention provides the incentive for a competitor who has now reached the top level of their tier, and is on the verge of promotion, the incentive of not only the opportunity to increase the level of prizes which can be won at their new level of skill, but rewards them by providing an increasingly richer game with more sophisticated decisions and challenges.

Abstract

A game of skill played simultaneously by several players whereby each participant effectively competes only against players having a similar skill tier to provide a better opportunity to win awards. The system includes a central computer system with each remote participant having a mobile device such as a cell phone. The system also provides for effective promotion or updating to a higher skill tier of successful players of the game. Each skill tier adds complexity which increase point potentials. The game play is relatively easy initially, permitting new users to enjoy success in the game. As the user becomes more skilled and reaches higher tiers prizes increase and game elements become more challenging thus motivating continued play while retaining a player's interest. While players are able to view all scores including those in higher tiers, they will know that players in other tiers had more opportunities to earn points.

Description

    RELATED APPLICATION(S)
  • This Patent Application claims priority under 35 U.S.C. § 119(e) of the co-pending, co-owned U.S. Provisional Patent Application, Ser. No. 60/635,221, filed Dec. 10, 2004, and entitled “A GAME OF SKILL PLAYED BY REMOTE PARTICIPANTS UTILIZING WIRELESS DEVICES SUCH AS CELL PHONES IN CONNECTION WITH A COMMON GAME EVENT WHERE PARTICIPANTS ARE GROUPED BY RELATIVE SKILL.” The Provisional Patent Application, Ser. No. 60/635,221, filed Dec. 10, 2004, and entitled “A GAME OF SKILL PLAYED BY REMOTE PARTICIPANTS UTILIZING WIRELESS DEVICES SUCH AS CELL PHONES IN CONNECTION WITH A COMMON GAME EVENT WHERE PARTICIPANTS ARE GROUPED BY RELATIVE SKILL” is also hereby incorporated by reference in its entirety.
  • This Patent Application is a continuation-in-part of co-pending U.S. patent application Ser. No. 11/166,596, filed on Jun. 24, 2005 and entitled “METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE” which claims priority under 35 U.S.C. § 119(e) of the co-pending U.S. Provisional Patent Application Ser. No. 60/588,273, filed Jul. 14, 2004 and entitled “A METHODOLOGY FOR PROVIDING ALL CONTESTANTS IN GAMES OF SKILL PLAYABLE ON CELL PHONES WITH THEIR CURRENT STANDING WHILE RECEIVING GAME CONTROL INFORMATION ONE-WAY VIA A ‘BROADCAST’ TRANSMISSION.” The U.S. patent application Ser. No. 11/166,596, filed on Jun. 24, 2005 and entitled “METHODS AND APPARATUS FOR DISTRIBUTED GAMING OVER A MOBILE DEVICE” and the U.S. Provisional Patent Application Ser. No. 60/588,273, filed Jul. 14, 2004 and entitled “A METHODOLOGY FOR PROVIDING ALL CONTESTANTS IN GAMES OF SKILL PLAYABLE ON CELL PHONES WITH THEIR CURRENT STANDING WHILE RECEIVING GAME CONTROL INFORMATION ONE-WAY VIA A ‘BROADCAST’ TRANSMISSION” are hereby incorporated by reference in their entirety.
  • FIELD OF THE INVENTION
  • The present invention relates to the field of distributed gaming. More specifically, the present invention relates to the field of distributed gaming utilizing a mobile device.
  • BACKGROUND OF THE INVENTION
  • In the United States alone there are over 170 million registered cell phones. With the expiration of the U.S. Pat. No. 4,592,546 to Fascenda et al., companies are able to now use the cell phone and other mobile communication devices utilizing a multicast network to control television viewers in games of skill based upon predicting, for example, what the quarterback may call on the next play. In addition, games of skill with a common start time can be conducted simultaneously among cell phone owners, based on classic card, dice, trivia, and other games. In order to avoid the anti-gaming laws in the various states, elements of chance must be virtually non-existent in such games and the winners therefore determined by the relative skill, experience and practice of the player in each discrete game.
  • U.S. Pat. No. 5,813,913 to Berner and Lockton provides for a central computing system which includes a means of grouping participants having similar skill levels together in simultaneous, but separate, levels of competition playing an identical game. The relative performances are communicated to only those participants competing at the same skill level. The Berner/Lockton patent also provides for a wireless receiving device to permanently store the specific skill level for each participant for each type of common event such as those based on televised sports or game shows. The Berner/Lockton patent provides for a telephonic link at the completion of the game to collect information and update the skill level of the participants of a particular game. When a person achieves sufficient points or meets other objective criteria to graduate into another skill level, a method is provided for accomplishing this in the central computer and then transmitting an alert to the participant notifying them of their promotion. The Berner/Lockton patent describes awarding prizes and providing recognition for the members of each discreet skill level in a common game. All users, no matter what level they are on, receive the same number of questions and thus the possibility of earning the same number of points. Thus direct comparisons between users at different levels, although not encouraged are possible. Such comparisons often times lead to user discouragement.
  • The subsequent development of the internet now allows subscribers of such a service to view virtually all relevant information concerning the results, standings, and promotions of all competitors at all skill levels. Because the Berner/Lockton patent provides an identical game with the same number of questions for all members of the skill level to play, the system described in the Berner/Lockton patent can result in discouragement of competitors at a lower skill level when the scores achieved by players playing at a higher skill level are viewed, either by visiting the internet site to view results, or directly from a friend playing at a higher skill level. The present application addresses a different competitive system which directly solves these issues, while improving the entertainment experience for the participants.
  • SUMMARY OF THE INVENTION
  • A game of skill played simultaneously by several players whereby each participant effectively competes only against players having a similar skill tier in order to provide a strong motivation. The system includes a central computer system with each remote participant having a mobile device such as a cell phone. The system also provides for effective promotion or updating to a higher skill tier of successful players of the game. Each skill tier adds complexity as well as increased point potentials, such as the addition of point doubling options. The game is relatively simple initially, permitting new users to understand, play and enjoy the game. As the user becomes more skilled and reaches higher tiers, the game becomes more challenging thus retaining a player's interest. Players are able to view all scores including those in other tiers, although they will know that players in other tiers had more opportunities to earn points. In one embodiment, a system for a game of skill played by one or more individuals viewing one or more common game events comprises a mobile device for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial entry level skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has an increasingly more sophisticated level of play. The mobile device is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer. The mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system. The one or more common game events is a live television broadcast of a sporting event. The one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing. The one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show. The one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games. The one or more common game events is played on computers, the Internet, handhelds or cell phones. The game scores are communicated to the one or more individuals on a webpage. The game scores are communicated to the one or more individuals on the mobile device. The tiers are communicated to the one or more individuals. The central computing system communicates all game scores to individuals irregardless of game skill tier. Alternatively, The central computing system communicates all game scores in the game skill tier to individuals included in the individuals' game skill tier. The relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers. The system functions utilizing the Internet.
  • In another embodiment, a system for a game of skill played by one or more individuals viewing one or more common game events comprises a mobile device for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial lowest skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play, further wherein the central computing system communicates all game scores to individuals irregardless of game skill tier. The mobile device is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer. The mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system. The one or more common game events is a live television broadcast of a sporting event. The one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing. The one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show. The one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games. The one or more common game events is played on computers, the Internet, handhelds or cell phones. The game scores are communicated to the one or more individuals on a webpage. The game scores are communicated to the one or more individuals on the mobile device. The tiers are communicated to the one or more individuals. The relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers. The system functions utilizing the Internet.
  • In yet another embodiment, an apparatus for a game of skill played simultaneously by groups of participants, each group comprising several participants of a particular game skill tier, remote from each other in conjunction with at least one common game event where each participant player of a game receives one or more scores comprises means for providing the common game event and transmitting such event to each of the remote participants, control unit means associated with each remote participant for receiving game play inputs by each participant and scoring in response to the inputs, central computer system means for defining a predetermined plurality of game skill tiers including an initial entry skill tier and one or more advanced skill tiers and for receiving the game scores and determining one of the predetermined plurality of game skill tiers of each of the participants for a particular game and also promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play, the central computer system also including means for communicating game scores to all participants and means for permanently storing the game skill tier of each participant for each type of common game event. The control unit means is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer. The control unit means includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system. The one or more common game events is a live television broadcast of a sporting event. The one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, boxing, basketball, golf, soccer and auto racing. The one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show. The one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games. The one or more common game events is played on computers, the Internet, handhelds or cell phones. The game scores are communicated to the groups of participants on a webpage. The game scores are communicated to the groups of participants on the mobile device. The tiers are communicated to the one or more individuals. More questions are asked and more points are awarded at the relatively higher skill tier. The apparatus functions utilizing the Internet.
  • In another embodiment, a method of controlling a game of skill comprises transmitting one or more common game events to one or more mobile devices, defining a predetermined plurality of game skill tiers, querying one or more users via the one or more mobile devices, wherein the querying is relative to the predetermined plurality of game skill tiers such that each tier has a different level of querying, promoting one or more individuals to a relatively higher tier of the predetermined plurality of game skill tiers based on correctness of responses to the querying, determining a score for the one or more individuals based on the correctness of responses to the querying and communicating the scores of the one or more users to the one or more users. The one or more mobile devices is from a group consisting of a cellular phone, a PDA, an MP3 player, and a laptop computer. The mobile device includes means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system. The one or more common game events is a live television broadcast of a sporting event. The one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing. The one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show. The one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games. The one or more common game events is played on computers, the Internet, handhelds or cell phones. Communicating the scores is by posting the scores on a webpage. Communicating the scores is by sending the scores to the one or more mobile devices. The method further comprises, communicating the tiers to the one or more users. More questions are asked and more points ae awarded at the relatively higher skill tier. The method utilizes the Internet.
  • In yet another embodiment, a network for controlling a game of skill played by one or more individuals viewing one or more common game events comprises a plurality of devices for receiving one or more game play inputs by the one or more individuals and scoring in response to the one or more game play inputs and a central computing system for defining a predetermined plurality of game skill tiers including an initial lowest skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the plurality of the predetermined plurality of game skill tiers of the one or more individuals for a particular game and promoting to a relatively higher skill tier more successful players of each game, wherein each tier has a different level of play. The plurality of devices are from a group consisting of cellular phones, PDAs, an MP3 players, and laptop computers. The plurality of devices include means for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the central computing system. The one or more common game events is a live television broadcast of a sporting event. The one or more common game events is a live television broadcast of a live game from a group consisting of football, baseball, hockey, basketball, boxing, golf, soccer and auto racing. The one or more common game events is from a group consisting of a televised game show, a reality show and an entertainment show. The one or more common game events is a non-televised game from a group consisting of cards, dice, word games, puzzles and trivia games. The one or more common game events is played on computers, the Internet, handhelds or cell phones. The game scores are communicated to the one or more individuals on a webpage. The game scores are communicated to the one or more individuals on the mobile device. The tiers are communicated to the one or more individuals. The central computing system communicates all game scores to individuals irregardless of game skill tier. Alternatively, the central computing system communicates all game scores in the game skill tier to individuals included in the individuals' game skill tier. The relatively higher skill tiers have more questions and more opportunities for points than respectively lower skill tiers. The network of devices function utilizing the Internet.
  • In yet another embodiment, a graphical user interface for displaying scores of a game of skill played by a plurality of players viewing one or more common game events comprises a representation of a plurality of tiers and a list of a plurality of scores of the plurality of players, wherein each player has an associated tier and further wherein the scores for each player are listed in the associated one of the plurality of tiers. The plurality of players play a game with different opportunities to score points. Alternatively, the plurality of players play a game with the same opportunities to score points. The plurality of scores are displayed in an order selected from a group including ascending, descending and alphabetical.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 illustrates a mixed topology for a network game.
  • FIG. 2 illustrates a process flow for getting a schedule of events on a mobile device for a network game.
  • FIG. 3 illustrates a process flow for play in conjunction with a synchronized live event on a mobile device in a network game.
  • FIG. 4 illustrates a process flow for a server sending a list of scheduled events for a network game.
  • FIG. 5 illustrates a process flow fora server setting up a network game.
  • FIG. 6 illustrates a process flow for a server officiating a network game.
  • FIG. 7 illustrates the system implemented by some embodiments.
  • FIG. g illustrates an example of differences between each tier.
  • FIG. 9 illustrates a set of example tiers.
  • FIG. 10 illustrates an exemplary graphical user interface.
  • FIGS. 11A-C illustrate exemplary graphical user interfaces.
  • FIG. 12 illustrates an exemplary graphical user interface on a web page.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • With the proliferation of mobile devices, a growing number of mobile device users are able to participate in a distributed online or network game. These games might be associated with various popular live and/or televised events. Participants of the game typically answer the same questions utilizing a mobile device as a live contestant at a game show (e.g., Wheel of Fortune®, Jeopardy®, etc.). Participants are also able to make predictions regarding the outcome of events and even play-by-play decisions for sporting events such as football, baseball, auto racing, or any of a number of other sporting events. The expansion to include participants utilizing mobile devices increases the number of participants in these network games almost limitlessly. For instance, the Super Bowl live audience numbers in the tens of thousands of spectators, while the television audience may number in excess of 100 million viewers. A majority of these viewers have access to an assortment of mobile devices, e.g., most commonly in the form of the ubiquitous cellular telephone.
  • For high bandwidth connections, games are typically controlled though a full time, two-way connection to a game server that routinely supplies information to the participants of the game. As is known in the art, two-way network connections provide comparatively reliable and secure service. However, forming a two-way connection between the high potential number of participants of a real-time game (e.g., associated with a broadcast event) and a central host server creates challenges because of the low latency demands of such a game played in realtime. Moreover, in the past, two-way networks posed scalability issues and became impractical for massive numbers of participants and for games over low bandwidth connections such as some mobile networks. Ultimately, the implementation of such a two-way system could be expensive because of the vast communication demands of continuously updating potentially millions of contestants of the status of their ongoing, changing, and fast paced predictions. This burden on the game server is significant because many games require acknowledgment by the server of the continuously changing predictions, which must be displayed on the mobile device in less than 500 milliseconds. The same problem also exists in non-television broadcast based games played over mobile devices that require a common start time for all competitors and where there are a large number of potential competitors. However, with the advancements of server speed and greater bandwidth, even for mobile networks, two-way connection is practical even with very large groups of participants. Furthermore, as the technology improves and becomes less expensive, the implementation of a two-way system is able to avoid high expenses. Even though a realtime game requires low latency, a two-way system utilizing proper configurations with powerful servers over ever growing networks is able to handle the needs of the game.
  • A system and method are provided for updating participants in a game. In some embodiments, the method selects a set of sampling participants from the set of all participants of a game. In some of these embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. The method continuously maintains the two-way connection throughout the game. After each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a participant. Some embodiments base the data on a statistically projectable random sample that is representative of all the participants in the game. In some embodiments, the broadcast recipient is a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant, utilizing the projectable data, determines a standing relative to the other participants for the game period.
  • Another effective means of controlling a large-scale network game is to use a broadcast server topology to one-way multicast the same information to all participants simultaneously. Thus, some embodiments of the invention provide for a mobile device (e.g., cellular phone, PDA, etc.) as the receiver in a broadcast receiver topology. However, many current mobile devices are capable of operation in both one-way and two-way modes. These modes include small message service (SMS), instant messaging (M) or Internet Relay Chat (IRC), email, voice and/or other data modes over a number of protocols such as transport control protocol (TCP) or universal datagram protocol (UDP).
  • Thus, the network game topology of some embodiments may include a mixture of one-way receivers and two-way clients to realize the benefits of both the one-way broadcast and two-way client/server architectures. FIG. 1 illustrates such a mixed topology 100. As shown in FIG. 1 , a server 105 simultaneously broadcasts to several receivers 110-125 that are configured for one-way mode reception, while sending and receiving messages with a two-way mode client 130, through a network 140. In some embodiments, the network 140 includes a cellular network. Current mobile device technology allows the use of each mobile device connected to the network 140 to store locally certain game information such as a cumulative score. Particularly for the broadcast receivers 110-125, this relieves some burden on the server in storing and managing this data, and on the network 140 in relaying the data. As mentioned above, one advantage of the one-way architecture is reducing network and/or server latency by the distribution of data for processing and/or storage at the receiver. To implement such a topology, some embodiments employ a setup process that will be described by reference to FIG. 2 .
  • FIG. 2 illustrates a mobile device setup process 200 for getting a schedule of events on a mobile device for a network game. As shown in this figure, the mobile device set up process 200 begins at the step 205, where a game participant selects a game application by using the participant's mobile device. Then the process 200 transitions to the step 210, where the mobile device requests a list of game events associated with the selected game from a server, such as the server 100 represented in FIG. 1 . In some embodiments, the server 100 is a single computer, while in other embodiments the server 100 takes the form of any number of computers in any number of configurations, such as a server farm or cluster. Regardless of the configuration, the server typically hosts and officiates the game for these embodiments. The server of some embodiments will be described in further detail by reference to FIGS. 4, 5, and 6 .
  • As shown in FIG. 2 , after requesting a list of events at the step 210, the mobile device receives a list of game events and displays the list to the participant at the step 215. At the step 220, the participant selects a game event in which to compete, and sends the selection to the server. Typically, the server configures the game event for the requesting mobile device. The server configuration of some embodiments includes a determination of whether the mobile device should set up a one-way or two-way connection with the server. The configuration process by the server of some embodiments will be described in further detail by reference to FIG. 5 .
  • When the server has configured the game event, the requesting mobile device receives a configuration message from the server at the step 225 and the process transitions to the step 230. At the step 230, the mobile device of some embodiments determines whether the configuration message from the server indicated that the mobile device should set up for one-way broadcast mode. If the message at the step 225 indicates that the mobile device should operate in broadcast mode, the process 200 transitions to the step 235 where the mobile device is configured to receive one-way broadcast transmissions from the server, and then the process 200 concludes. Otherwise, the process 200 transitions to the step 240 where the mobile device sets up a two-way client/server connection with the server for the selected game event, and the mobile device setup process 200 concludes.
  • Once the participant has selected the game and the mobile device has prepared the connection with the server. The participant may play the game over the mobile device. FIG. 3 illustrates a mobile device operation process 300 for play in conjunction with a synchronized live event. The mobile device operation process 300 begins at the step 305 where the process 300 determines whether the game is over. If the game is over, then the process 300 concludes. If the game is not over, then the process 300 transitions to the step 310 where the participant makes a prediction regarding some facet of the game being played. The participant makes the prediction by using the mobile device that was set up to play the game in accordance with the set up process 200 described above in relation to FIG. 2 .
  • As shown in FIG. 3 , after the participant makes a prediction, the mobile device operation process 300 transitions to the step 315 when the mobile device receives a lockout message from the server. At the step 315, upon receiving the lockout message, the mobile device displays the participant's current prediction, if any, to the participant. In some embodiments, at the conclusion of each game period or scoring event, for example a football play or a baseball pitch, the server sends “lock out” signals prohibiting predictions or answers to the questions via a one-way broadcast transmission before the correct answers or facts are revealed. The participant's mobile device in these embodiments determines whether the participant's predictions or answers were: (1) entered prior to the receipt of the time stamped lock out message and (2) correct or incorrect. In some embodiments, the mobile device computes locally a cumulative score based on whether the participant was correct, as opposed to performing these calculations for each participant on a central server. Such a system has the ability to scale to accommodate a potentially large number of participants from a huge audience. The lockout message and whether a game is over will be described later by reference to FIG. 6 .
  • After the mobile device receives a lockout message at the step 315, the process 300 transitions to the step 320 where the mobile device receives the correct answer from the server, compares the received answer to the participant's prediction, and displays the comparison to the participant. Then, at the step 325, the mobile device receives a set of sampling results from the server. Prior to the commencement of the game, the server of some embodiments selects a statistically significant random sample of participants who have registered their intention to play the game. The server instructs these sampling participants' mobile devices to establish with the server a two-way connection to be maintained for the duration of the contest or game. Some embodiments establish the two-way connection transparently, which occurs with or without the participant's knowledge. The server of some embodiments monitors the period-by-period scores of this statistically significant set of sampling participants. In some embodiments, the sampling results contain a distribution of the performance of the sampling participants for the last period of the game that was tabulated. Some of these embodiments employ a histogram format to represent the sampling results.
  • After each discrete period in the contest, the server of some embodiments broadcasts some of the information collected from the sampling participants as well as the correct answers or predictions for each game period. In some of these embodiments, the game application software residing in the mobile device will compare the participant's current score to the sampling results. For example, a participant who won the maximum number of points possible on their last prediction might be informed they had moved up from the 72nd percentile to the 89th percentile at that point in the game. Some embodiments further provide a visual display of the current percentile standing for the participant based upon the comparison of the participant's score to the representative sample. For some of these embodiments, the sampling results include a histogram or another graphical representation of the sampling results. Generation and transmission of the sampling results will be further described below by reference to FIG. 6 .
  • When the mobile device receives the sampling results at the step 325, the process 300 transitions to the step 330 where the mobile device compares the participant's performance to the sampling results and displays the comparison to the participant. Then, the process 300 transitions to the step 335 where the mobile device tabulates and stores the participant's performance for the game. This tabulation and storage may include a ranking system. Once the mobile device determines the participant's performance, the process 300 transitions to the step 340 where the process 300 determines whether the participant has achieved a high degree of performance. For some embodiments, a high degree of performance indicates a greater likelihood that the participant will have high enough score(s) to win. In these embodiments, the method uploads the participant's performance to the server for comparison against the uploaded results of the other high performers. Thus, these embodiments monitor only the subset of high scorers, based on the particular game parameters, to determine the winner(s).
  • If the participant has not achieved notable performance, the process 300 concludes. Otherwise if the participant has performed well, the process 300 of some embodiments transitions to the step 345, where the process 300 determines whether the participant has exceeded one or more performance factors. If the participant has not exceeded the performance factor(s) then the process 300 transitions to the step 355 where the mobile device uploads the participant's performance information to the server, and the process 300 concludes. Otherwise, the participant exceeds the performance factor and the process 300 transitions to the step 350 where the mobile device switches to a two-way client/server mode. Then the mobile device uploads the participant's performance information to the server at the step 355 and the process concludes.
  • Some embodiments use the performance determination at the step 340 to check whether the participant's performance is high enough to warrant transmission to the server. In these embodiments, high performance may indicate whether the participant is likely to win. Some embodiments use the performance factor of the step 345 in FIG. 3 to determine whether the participant exhibits unusual performance or activity that might constitute cheating. This topic will be further discussed below. The server of some embodiments will now be described in further detail by reference to FIGS. 4, 5, and 6 .
  • As mentioned above, the mixed network topology 100 illustrated in FIG. 1 employs a server 105 to operate and officiate a game that is provided to a set of heterogeneous mobile devices. As discussed above in relation to FIG. 2 , the games begin by a participant selecting a game event through a mobile device, and by the mobile device requesting a list of hosted game events. FIG. 4 illustrates a server hosting process 400 for a server sending a list of scheduled events for a network game. As shown in FIG. 4 , the hosting process 400 begins at the step 405 where the server receives from a mobile device, a request for a list of events associated with a game. Then the process 400 transitions to the step 410 where the server looks up events associated with the game in a master list of games and events. For instance, for the game of “football” the master list of games and events might include the “Super Bowl” as an event. This master list is maintained by some embodiments on a data storage. At the step 415, the server returns the list of events to the requesting mobile device and waits for the mobile device to make a selection. At the step 420, the server receives from the requesting mobile device a selection for a game event and then the hosting process 400 concludes.
  • Once the server of some embodiments receives the selection of a game event from a requesting mobile device, the server performs certain setup operations for the requested game event. In some embodiments, the server logs the mobile device and/or the participant operating the mobile device to one or more data storages maintained by the server. The server of some embodiments may request the identification explicitly, while the mobile device of other embodiments will transmit the identification separately, or in conjunction with another message to the server regardless of a specific identification request.
  • FIG. 5 illustrates a process 500 for a server setting up a network game. The server setup process 500 begins at the step 505 when the server receives identification from the mobile device. As mentioned, this identification can represent a participant and/or the participant's mobile device. At the step 510 the server uses the received identifier to look up the performance history associated to the received identifier. The server of some embodiments may use a data storage for the lookup. Then, the process 500 transitions to the step 515, where the process 500 determines based on the participant's performance history, whether the participant is likely to win. The determination of some embodiments may be an approximation of performance for the selected game event, particularly if little or no performance history has been logged to the data storages for the particular participant.
  • If at the step 515, the participant is likely to win, then the server setup process 500 transitions to the step 530 where the server sends a message to set the mobile device in a two-way client/server communications mode. In the two-way mode, the server monitors closely the participant's performance for the game event. In these embodiments, the server is constantly updated with only the most relevant data from a subset of participants who are likely to win. Otherwise, if at the step 515, the participant is not likely to win, then the process 500 transitions to the step 520, where the process 500 determines whether there is a proper statistical sampling of scores.
  • In some embodiments, the server setup process 500 determines whether the number of two-way (real-time) connections to the server is statistically significant, meaning that the number of connections is sufficient to provide a reasonably reliable representation of the population of all participants in the game event. If at the step 520, there is not a proper statistical sampling (e.g., there are not enough two-way connections for statistical significance) then the process 500 transitions to the step 530 where the server sends a message to set the mobile device in two-way client/server mode (thus, increasing the number of two-way connections toward statistical significance), and the process 500 concludes. Otherwise, the process 500 transitions to the step 525 where the server sends a message to set the mobile device in one-way mode to receive broadcasts from the server, and the server setup process 500 concludes. As mentioned above, some embodiments pre-select a set of sampling participants for two-way connections at the start of each game.
  • Once the server has set up and sent the mobile device configuration messages for the selected game, the server will then typically conduct and officiate the game. FIG. 6 illustrates a process 600 for a server officiating a network game. As shown in this Figure, the server operation process 600 begins at the step 605 where the server transmits parameters and other information regarding the game to any mobile devices that have selected participation for the game period. For the mixed topology 100 illustrated in FIG. 1 , mobile devices configured for one-way mode will typically receive the game information through broadcast messages from the server, while mobile devices configured for two-way mode will send and receive in a manner that is typical of client/server connections.
  • The transmissions and/or broadcasts will continue at the step 605 until the conclusion of the game period as determined by the particular game parameters. Then the process 600 transitions to the step 610 where the server generates and sends a lockout message to notify the participating or subscribed mobile devices that the game period has concluded. In some embodiments, the lockout message includes a timestamp. After the lockout message, the server generates and sends the correct result for the recently concluded game period at the step 615. Then the process 600 transitions to the step 620 where the server compiles the available performance data from the two-way client/server mode participants. As mentioned above, in some embodiments the two-way mode participants form a representative sample of all participants competing during the particular game period. The server operation process 600 of some embodiments generates a graphical representation of the results obtained from the representative sample of participants. Some of these embodiments use a histogram format to illustrate the sampling results.
  • Once the server operation process 600 compiles the sampling results at the step 620, the process 600 transitions to the step 625 where the server sends the sampling results to the participants of the game period. In particular, the server typically broadcasts the sampling results to the one-way mode participants. After broadcasting the sampling results, the process 600 transitions to the step 630 where the server receives uploaded results from the high performing one-way mode participants. As described above in relation to FIG. 3 , in some embodiments the high performing one-way mode participants determined their status as high performers based on the sampling results received from the server, and only those participants who were likely to win the game event or period upload their results to the server.
  • As shown in FIG. 6 , after the step 630, the server operation process 600 transitions to the step 635 where the process 600 may perform a number of functions. For instance, the process 600 of some embodiments determines and/or notifies one or more winners of the current game event or period. The process 600 of some embodiments also makes determinations or calculations as to the categories and criteria for winners of the game event and/or period. Thus, for each discrete period a participant's score may increment or decrement by the appropriate number of points depending on the game rules. Some embodiments calculate a total and/or cumulative score for the particular participant. The details of the discrete period and the scoring typically encompasses the underlying facets of the game's subject matter such as, for example, the answer to a televised Jeopardy® question, or the results of a prediction of what play will be called by the quarterback in a televised football game.
  • When the server operation process 600 completes the various tasks at the step 635, the process 600 transitions to the step 640 where the process 600 determines whether the game, the event, and/or the period are over, based on a set of criteria specific to the selected game. If the game is not over, then the server operation process 600 returns to the step 605, otherwise the process 600 concludes. As one of ordinary skill will recognize, the officiating server during an online network game does not monitor a majority of the participants, particularly the one-way broadcast participants. In a network environment of heterogeneous mobile devices, this creates opportunities for participants to unfairly modify and report their performance.
  • As mentioned above, games broadcast to mobile devices pose specific challenges as to data validation and overall game integrity. For example, a participant using a mobile device in an online or network game is able to (1) access the mobile device client to probe the microprocessor, and/or the RAM to modify the local data at the client device; (2) “spoof” or emulate another mobile client device or, (3) apply other techniques to enter predictions after the answers are known. Thus, a crafty participant is able to create game scores that are not legitimately achieved out of view of the officiating secure server and submit the unfairly achieved performance for scoring against un-enhanced legitimate competitors.
  • To cope with this issue, some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. In some embodiments, the game is a game of skill, which, as with most games of skill, performance improves with repetitive play, until a participant reaches their general level of skill. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant, a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value. As mentioned above, some embodiments make this comparison at step 345, of the process flow 300, illustrated in FIG. 3 .
  • Some embodiments additionally track a game improvement factor (e.g., at step 635 in FIG. 6 ). In some of these embodiments the game improvement factor includes the average change in performance over time for all participants of the game. In some embodiments, any participant whose current game performance is exceeding either the overall game improvement factor, and/or the individual's participant improvement factor, or who is achieving a score at the very highest level of the current online players, will trigger the establishment of a two-way connection with the server for closer two-way monitoring of the participant's activity during the remainder of the game. Additionally, participants who approach a level of performance sufficient to win a significant prize, tournament points, or other reward, are also selected by some embodiments for a two-way server connection at various times during their participation of a network game. The two-way connection employs the transport control protocol (TCP) in some embodiments, while other embodiments might employ another suitable protocol. The server of some embodiments is a “game session server” provided by AirPlay Network, Inc.
  • Once a two-way connection is triggered, the server of some embodiments records data for the ongoing game play of the triggering participant and performs a variety of tests. The tests of some embodiments include the recording of each entry by the participant, and examining the time stamp, user input, and other data being received from the participant's mobile device. Some embodiments use the recorded data to identify anomalies in the participant's activities. The anomalies might include (1) abnormal improvement in results relative to other participants, (2) abnormal improvement in performance based on prior performance for the particular participant, (3) signs that the application software has been altered, (4) anomalies in the utilization of the game control interface, and/or (5) indications through encryption and additional non-obvious data that the final score upload has been altered.
  • Some embodiments, when detecting an anomaly, require future game play by the participant suspected of unfair activity to be conducted on a two-way basis with the server for close monitoring. For instance, during the game play of these embodiments, every play prediction is stored inside the mobile device and is sent periodically to the game server. Moreover, some embodiments store in a database, each participant's relative performance for each game in which the participant competes. In some embodiments, the participant's relative performance is stored in the form of a percentile standing. Some embodiments calculate and store the average performance level and the average incremental improvement in the percentile standing for each participant. As participants improve over time with practice and experience, some embodiments continually calculate an average improvement factor for both the game in general, as well as for a specific participant. For instance, the average improvement in percentile standing of a specific participant for a particular game might be two percentile points, while the average improvement for a group of participants at a particular skill level game-wide, might be three percentile points.
  • Thus, the threshold value used by some embodiments to gauge a participant's performance may vary for each participant, and for each game, and may also vary over time. The threshold values of these embodiments are adjusted based on one or more of these or other factors (e.g., the participant and game factors, over time). Moreover, some embodiments employ multiple checks against one or more of the threshold values. For instance, the participant's improvement may not be that notable based on the participant's history but is unusual for the particular game played.
  • In some embodiments, information regarding the average improvement in percentile standing for a participant and/or for the group of participants within a particular skill level for the game is stored to the participant's mobile device by using software that has been loaded into the participant's mobile device memory and/or that has been downloaded with an application's program. These embodiments continuously compare each participant's current percentile standing to the stored information that includes the improvement factors previously described.
  • For some embodiments, information is updated in realtime. This includes updating the sampling distribution representing the game-wide performance through the (realtime) two-way connections, as well as updating the broadcast participants utilizing the one-way connections. Also previously mentioned, during play of the game, performance or scoring information may be represented in some embodiments by a histogram format, which may be displayed at various times on the participant's mobile device. The histogram of these embodiments may contain the performance of a random sample of selected participants who are continually connected to the server. In some embodiments, the mobile device might generate the histogram, while for other embodiments, the histogram is broadcast to all participants by the server. The point values to win for each game being played is different and depends upon the following, among other things: the game; the difficulty of the game; and the performance of the players playing the game. Thus, the histogram is used to track the scores of a sampling of the players and communicate those scores to all of the players during the game. Each mobile device will then be able to determine how the corresponding player is performing in the current game relative to the other players.
  • As previously mentioned, the server 105 illustrated in FIG. 1 is implemented in some embodiments by using a more complex system that includes multiple servers and/or multiple server clusters. To further illustrate this scalability feature, the server of some embodiments is depicted in FIG. 7 as a cluster or several clusters of server computers. Accordingly, FIG. 7 illustrates a system 705 implemented by some embodiments that includes a communication layer 710, a master layer 715, data storages 720, and administration tools 725. Further shown in FIG. 7 , one or more mobile devices 110-130 connect to the system 705 through a network 140. As previously mentioned, the network 140 in some embodiments includes a mobile device network such as a cellular network, which employs a variety of communications protocols to transmit data both one-way and two-way between the mobile devices 110-130 and the system 705.
  • In some embodiments, initial messages received by the system 705 are handled by the communication layer 710. In these embodiments, the communication layer 710 might include dedicated servers to handle the communication needs of a large scale hosted network game. For instance, the communication layer 710 of some embodiments includes a Connection Cluster, a Game Session Cluster, a Score Cluster, a Broadcast Cluster, and a Web Cluster, all provided by AirPlay Network, Inc. In these embodiments, the task of sending and receiving data in the processes of, for example, setting up a game, providing an event list, providing game parameters during a game, and updating scores, is divided among the separate servers and/or clusters.
  • Also shown in FIG. 7 , the communications layer 715 is coupled to a master layer 720. In some embodiments, the master layer 720 includes operational support for hosting and officiating the network games. In these embodiments, this hosted support might include server applications and functions for scheduling, registration, scoring, and validation. The master layer 720 often operates on massive amounts of data, thus each function in these embodiments is typically delegated to a dedicated collection of servers and/or clusters (e.g., a Schedule Cluster, a Registration Cluster, and a Scoring/Validation Cluster, also provided in some embodiments by Airplay Network, Inc.). The master layer 720 is further coupled to a set of data storages 720 to enable, for example, look ups into scheduling data such as a master schedule of games and events, user data such as participant and/or mobile device profiles and history, as well as prize data, results, metrics, and reporting data. Also shown in FIG. 7 , the data storages 720 and the master layer 715 of some embodiments are coupled to a set of administration tools 725 that allow, for example, data entry and management such as scheduling and customer service functions. In these embodiments, the administration tools include user interfaces, terminals, and other appropriate administration means.
  • In the embodiments described above, each participant among potentially millions of participants may receive data on a one-way basis that indicates a highly accurate approximation of the participant's percentile standing after each event in real-time throughout the game. Some embodiments of the invention enable the server providing game control to utilize a one-way broadcast transmission for all but a small fraction of the participants, which significantly reduces the number of servers required to conduct a massive real time game. These embodiments also reduce the communications traffic on the cellular networks. These communications and infrastructure costs of operating the game could otherwise be insurmountable.
  • In addition to the benefit of providing current standings to all participants, the present invention also dramatically reduces the number of scoring calls both during and at the conclusion of an event, which represents a significant improvement over the art. The present invention establishes and maintains an ongoing two-way connection with a sample of participants throughout the game. The present invention monitors this sample and makes the information available game-wide in real-time. Therefore, the present invention does not require additional time to collect, process, and rebroadcast to the game participants instructions to later establish a two-way connection and upload scores for verification and ranking. Further, the present invention permits an almost immediate data collection, verification, and notification process, from only the most relevant group of participants in a game.
  • Moreover, the present invention addresses issues of integrity that are critical to a large-scale network game, which particularly may involve a number of mobile devices. A sponsor of such a large or network game offering may charge for the service and award prizes to winners. As mentioned above, the participation for such events can number potentially in the tens of millions of simultaneous subscribers, particularly by using the multicast mobile or cellular network configuration of some embodiments. However, such a game will draw little market response if the sponsor cannot maintain the integrity of the game. Issues of cheating may be addressed by employing two-way connections to closely monitor participants, but this quickly becomes impractical for large numbers of participants. Also, in some games based on rapidly unfolding events, such as a live telecast of a sporting event, the latency inherent in controlling a client utilizing a two-way connection (e.g., a cellular telephone) to a secure server makes keeping up with the telecast problematic. Some embodiments of the present invention incur the high overhead of two-way monitoring for only the set of participants who have a higher risk of cheating and/or have a high risk of winning. Such a system dramatically improves the economics of staging the network game and the quality of service for all the subscribed participants.
  • The present invention also provides for a system for enabling fair competition between people of similar experience or skill. It further provides for a system and method for promoting competitors to higher levels of competition as they improve with practice, knowledge and experience. The competitors are rewarded for improved performance by competing for greater prizes and being able to compete in more sophisticated and complex games by allowing modifications in the design of the game elements and rules themselves, where discrete elements of complexity are added to the games played at each higher skill level which are not available to players at a lower skill level.
  • A user starts out at the lowest tier of competition, where for example, he might be asked a minimal number of questions, thus keeping the game simple and fun so that the user is able to learn and perform well. By correctly answering questions and meeting a certain level of performance during the game, he is able to obtain a promotion to the next tier. Upon being promoted to the next tier of competition, the central game server determines at what tier the player is now playing and using the methods described below to cause the application software in the cell phone (client) to add levels of complexity to the game rules. Additional questions and/or increased opportunities for scoring are then provided to the user, providing more opportunities for points. Upon promotion, for example, to a third tier of skill, communication between the client and the central computer will modify software to allow the competitor to obtain an incrementing number of points for every consecutive correct prediction that they make without a wrong prediction. Preferably, the failure to make any prediction will not jeopardize this bonus. This further increases the level of sophistication of the underlying game by requiring the competitor to make a decision as to whether to venture a prediction at all. A wrong prediction would cancel an ever-increasing bonus for getting a growing number of plays, called correctly. This system also increases the total possible number of points which are able to be earned in the game at higher tiers of competition.
  • FIG. 8 illustrates an example of differences between each skill tier within some embodiments. In the example there are three tiers, Challenger 800, Champion 802 and Legend 804; however, the number of tiers in the example is not intended to limit the invention. Preferably, there are five tiers in the invention, but the invention is able to implement any number of tiers. The example also utilizes a football game, but any game that involves skill in predicting the outcome is able to be implemented with the present invention; hence the football game example should not, in any way, limit the invention.
  • In a football game, there are a number of situations where users are queried as to what they predict will occur next. The users are awarded points based upon their accuracy in their predictions.
  • In the Challenger tier 800, the user is asked two questions, for example, what the quarterback will call next and which direction the play will go. The optional answers for the play a quarterback will call are RUN or PASS and the directional choices are LEFT, MIDDLE or RIGHT. If the user is correct in choosing PASS and LEFT, when the actual play results in a pass to the left, then the user is awarded two points, for example.
  • In the Champion tier 802, the user is asked the same two questions as above for the Challenger tier 800, but additional opportunities to earn points are scalable as well. For instance, if a user picks RUN, he is then queried who the runner will be: QB, HB, FB or WR. Or if a user picks PASS, he is then queried who the receiver will be: WR1, WR2, WR3, TE or RB. Jersey numbers are able to be used instead of picking by position as well. The user is also queried as to what type of specific play will be called with options such as SNEAK, DRAW, SWEEP and BOOTLEG for a RUN play or SCREEN, DEEP OUT, SLANT and POST for a PASS play. With two additional questions, a user on the Champion tier 802 has an opportunity to obtain additional points. Thus, someone on the Champion tier 802 only needs to correctly choose fifty percent of the answers correctly to achieve the same number of points as a user on the Challenger tier 800 would if he picked one hundred percent of the answers correctly. Hence, there is no comparison of scores between players at the Champion and Challenger levels.
  • In the Legend tier 804, the user is asked the same questions asked to the Challengers and Champions, but is then asked additional questions as well. After a user answers the Champion tier 802 questions, the user is asked what the result of the play will be with possible answers of TD, FUMBLE, INT, SACK and FIRST DOWN. Furthermore, bonus points are earned for correctly answering questions in a row. Again, at the higher tier there are more opportunities to earn more points, such that a Legend only needs to correctly predict one third of the plays to receive the same score as if the Challenger predicted perfectly. Hence, Challenger users will know not only are they are not competing against Champion users for prizes, but their scores are not comparable because they do not have the same opportunities to obtain points. Thus there will be no discouragement that the Challenger has less points because it is not a fair comparison. A Challenger can only compare himself to other Challengers.
  • Finally, a greatly simplified system might be utilized, wherein trial subscribers, or new customers who have not established their relative skill yet, are able to play only the simplest version of the games. After conversion to full subscribership on sufficiently establishing their relative skill, they are enabled to play a more complex version of the game available at all the rest of the skill levels.
  • The example demonstrated in FIG. 8 should in no way limit the present invention. Although only two questions were used in the Challenger tier 800 and an additional two in the Champion tier 802 and then more in the Legend tier 804, any number of questions is able to be asked in each of the tiers.
  • FIG. 9 illustrates a set of example tiers. In this example, all players start off at a Challenger tier 900. Based on performance, the players have an opportunity to advance to Qualifier 902, Champion 904, Master 906 and Legend 908 tiers. As indicated, in conjunction with the first tier, the Challenger tier 900, there are also a number of subtiers for each major tier. In general, a tier promotion occurs if the player in a previous game has performed above a certain level. All of the foregoing is transparent to the user. The central computer system sets up the criteria for advancement from one skill tier to the next. The scores are analyzed to determine if any advancements are earned. A competition committee sets up advancement criteria for the game. Typical criteria would include, for example, the highest twenty five percent of the players scoring. As the players meet the advancement criteria, they advance to the appropriate tier.
  • There are two methods that are used to expose more advanced tiers of the game to the user. The first method is to have all of the possible skills available at all tiers already coded into the application. The application will expose to the users only the possible features of the game based on the user's skill tier. As the scores are maintained in either the central computer or the client, and the promotion criteria is met, a “promotion” message is broadcast by the central computer to the client. Through this message, the next tier of skill is automatically enabled on the client without communication back to the client or intervention by the subscriber. The customer is instantly enabled to play the more sophisticated game. Concurrently, software will also be enabled to cause the client's phone to receive the game play information on the results among those players now competing at the newly enabled skill tier.
  • Another method that will be used is to make sure that the user has the correct version of the application based on his skill tier. The user will initially download from the central server the application that corresponds to his skill tier. Once the user starts the application, the application checks to make sure that the skill tier matches the version of the application. If the application does not match the skill tier, the application downloads from the central server the correct version. The user will also be able to download the updated application once his is promoted to a new skill tier.
  • FIG. 10 illustrates an exemplary Graphical User Interface (GUI) 1000. The GUI 1000 enables users to view their scores. In the preferred embodiment, the scores are displayed based on the tiers of the game. In the example, the tiers include Legend, Master, Champion, Qualifier and Challenger tiers. Players are grouped under each tier. In the preferred embodiment, the players in different tiers did not have the same opportunities for points. Hence, there is no comparison between scores in the Legend tier and scores in the Challenger tier. Therefore, Newbiel in the Challenger tier would not worry about those players in the tiers above him, because he is in first place in his tier and is doing better than anyone else with whom he is competing. Using the GUI 1000, a player is also able to manipulate how the data is shown. The example shows the scores in “Descending” order from highest to lowest. However, if a user knows he is closer to the bottom in points, he can choose to see the scores in “Ascending” order from lowest to highest. Furthermore, if a user is still having trouble finding his score another option is to sort the scores alphabetically “A-Z” or “Z-A” by players' names. In an alternative embodiment, the players in the different tiers have the same opportunity for points.
  • The example of FIG. 10 is not meant to limit the invention in any way, although 5 tiers are shown and only three players are illustrated in each tier, there are able to be any appropriate number of tiers as well as any number of players within each tier. Furthermore, the scoring used in the example is not meant to limit the present invention in any way.
  • FIGS. 11A-C illustrate other exemplary GUIs 1100, 1100′ and 1100″. Each example displays a set of players based on a tab selected from a tab set 1102, 1102′ and 1102″ at the top of the screen. Typically the names of players in each tab set would be different, unlike the examples provided. In the examples, the tab sets 1102, 1102′ and 1102″ are based on the tiers of the game including Legend, Master, Champion, Qualifier and Challenger tiers. Each example shows different sets of rankings depending on the tab selected: the GUI 1100 shows rankings of Qualifiers, the GUI 1100′ shows rankings of Legends and GUI 1100″ shows All rankings. The Qualifiers' names 106 and corresponding scores 108 are displayed in a specified order. The order of the names and scores is based on a selectable sorting method chosen by the user via a set of buttons 1104, 1104′ and 1104″. Options for the sorting method include ascending score order, descending score order, alphabetically and reverse alphabetically. The present example in FIG. 11A illustrates the players' names 1106 in the Qualifiers tier sorted in descending order from the highest to the lowest scores 1108. FIG. 11B, illustrates the players' names 1106′ in the Legends tier sorted in descending order from the highest to the lowest scores 1108′. FIG. 11C, illustrates the top 3 players' names 1106″ in All tiers from the highest to the lowest scores 1108″. If a user chooses to see more than the top 3 players' names, he is able to click a “view more” link to view a complete list. There is also an alert mechanism in the top right corner to inform the player of their current ranking such as Qualifier. The lists of player's names 1106 and scores 1108 are able to be displayed on one screen where the user scrolls down to view more or on a number of screens where the user clicks a link to go to the next page of listings. Furthermore, as FIGS. 11A-C are just examples, each page is able to be as interactive as desired including more links, tabs, buttons or any other interactive tool. The examples of FIGS. 11A-C are not meant to limit the invention in any way.
  • FIG. 12 illustrates an exemplary graphical user interface on a web page 1200. Within the web page 1200 are standard navigational techniques such as tabs, text links, image links, buttons and banner ads. Furthermore, the web page 1200 implements a customizable display which includes images, text fields, tables, tabs and more. The present invention includes any other navigational or display mechanism to fully provide an enjoyable experience for users of the system. As described above, the main display focuses on a list of names 1206 and their corresponding scores 1208. The list in the present example is displayed in descending order; however, the list is modifiable using a set of buttons 1204 to also display scores in ascending order, alphabetically or reverse alphabetically. Furthermore, presently the Qualifier tab is selected from the tab set 1202, but any of the tiers are selectable including All tiers. In the example, Jim65 is the user logged in, and he is viewing the Qualifier tier, the default tier, where his name is highlighted. Although the Qualifier tier is the default tier, the web page is modifiable to correspond with a user's preferences such that if the user prefers to go directly to the All scores page, then he is able to set that as the default. At the top of the screen is a navigational bar 1210 which allows easy navigation within the web site. Included on the navigational bar are links to Home, About Airplay, Our Games, Learn More and Tournament Prizes. The Home link takes the user to the Airplay home page. By clicking on About Airplay, a user is able to view information about Airplay. The Our Games link provides further information about other Airplay Games. Learn More is an informative page that describes a specified game in detail. The Tournament Prizes link explains the prizes available to players of the system. Along the sides of the screen are areas 1212 for more information including advertisements, updates or any other information that Airplay chooses to display to the user. Furthermore, along the bottom of the page is another location 1214 for information including banner ads, images of prizes, and any other information desired. When a user is finished viewing the web page he is able to logout by clicking on the Logout button, thereby securely ending his session and preserving his personal information. FIG. 12 provides an example of how user's are able to view their information on a web pages and is not meant to limit the invention in any way.
  • To utilize the present invention, a number of steps are involved. A user must first download the software to his mobile device. The user then is able to communicate with the server via the software. The software queries the user if he wants to enter a game. The user selects a game to play where the game is coordinated with a live event such as a football game. The software prompts users to make predictions and the users select their answers at appropriate times. By selecting the proper choices, users earn points. If the user correctly answers a specified amount of questions and scores over a promotion threshold level, then the user will be promoted to the next tier to receive more advanced questions and more opportunities to earn points. Users are able to view and compare their scores with all other users even though the only comparison worth while is their score with others in the same tier as them. The scores are available to be viewed online or via the user's mobile device. Users are also able to win prizes based on how well they do in competitions.
  • There are numerous benefits of the present invention over the prior art. Instead of a system of skill tiers for a common game where the results of the competitors at different skill tiers would be known only to members of a specific group, the present invention allows all competitors to view all of the scores. The Internet allows subscribers of the service to view all results, and since all competitors competed in a single game in the prior art, users would directly compare all of their scores even Challengers with Legends. However, in the present invention, since at each discrete tier there is a separate copyrightable game, specifically designed with elements that allow increased point values at each skill tier, comparisons of one's score in the entry tier to the scores of the next highest tier, are meaningless. In its full embodiment, the games and the score potential are completely different at each tier. Competitors who will never advance far through the tiers of competition can be content to compete with people at their own skill tier. In a subscription-based business, the elimination of negative feedback from the comparison of one's score to those playing an identical game at a higher tier will increase customer satisfaction and correspondingly decrease customer “chum” or voluntary disconnect. A decrease by a small fraction in customer chum has significant impact on a service's profitability.
  • In addition, eliminating complex alternatives from the games played for entry tier competitors makes the games easier to learn, a fundamental requirement for the success of any game. On the other hand, a successful game must also be difficult to master. The present invention provides the incentive for a competitor who has now reached the top level of their tier, and is on the verge of promotion, the incentive of not only the opportunity to increase the level of prizes which can be won at their new level of skill, but rewards them by providing an increasingly richer game with more sophisticated decisions and challenges.
  • The present invention has been described in terms of specific embodiments incorporating details to facilitate the understanding of principles of construction and operation of the invention. Such reference herein to specific embodiments and details thereof is not intended to limit the scope of the claims appended hereto. It will be readily apparent to one skilled in the art that other various modifications may be made in the embodiment chosen for illustration without departing from the spirit and scope of the invention as defined by the claims.

Claims (40)

1-67. (canceled)
68. A server for conducting a game of skill or chance or other entertainment played simultaneously by groups of participants, each participant on a client device, each group comprising a plurality of participants of a particular game skill tier, remote from each other in conjunction with at least one common game event wherein each participant player of a game receives one or more scores, the server comprising:
a. a memory for storing program instructions for providing the common game event and transmitting the common game event to each of the remote participants and for defining a predetermined plurality of game skill tiers each comprising one or more players, wherein the program instructions determine a current skill tier of a user and updates the current skill tier of the user if the current skill tier is not correct for the user, wherein one or more web-connected devices receive a first set of game data from the server, wherein the server receives a second set of game data from the one or more web-connected devices, wherein the first set of game data comprises a first set of questions sent to a first group of players in a first tier and a second set of questions sent to a second group of players in a second tier, wherein the second set of questions includes questions not in the first tier; and
b. a processor coupled to the memory to configure the second set of game data for the one or more web-connected devices, wherein the server transmits a lockout signal to the one or more web-connected devices, wherein the lockout signal is transmitted at a designated time to prevent answers to questions after an outcome is known.
69. The server as claimed in claim 68, wherein the program instructions are implemented in real time.
70. The server as claimed in claim 68, wherein the one or more web-connected devices are from a group including a cellular phone and a laptop computer.
71. The server as claimed in claim 68, wherein the one or more web-connected devices or the server includes memory for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the server.
72. The server as claimed in claim 68, wherein the one or more common game events comprise a live television broadcast of a live sporting event from a group including football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
73. The server as claimed in claim 68, wherein the one or more common game events are selected from a group including a televised game show, a reality show, an esports tournament and an entertainment show.
74. The server as claimed in claim 68, wherein the one or more common game events comprise a non-televised game selected from a group including cards, dice, word games, puzzles and trivia games.
75. The server as claimed in claim 68, wherein the one or more common game events are played on computers, the Internet, handhelds or cell phones.
76. The server as claimed in claim 68, wherein the game scores are communicated to the one or more players on a webpage.
77. The server as claimed in claim 68, wherein the game scores are communicated to the one or more players on the one or more web-connected devices, a computer or a video game device.
78. The server as claimed in claim 68, wherein all game scores are communicated to players regardless of game skill tier.
79. The server as claimed in claim 68, wherein all game scores in the game skill tier are communicated only to players included in the players' game skill tier.
80. The server as claimed in claim 68, wherein the games played at the relatively higher skill tiers have more game elements or more opportunities for points than respectively lower skill tiers.
81. The server as claimed in claim 68, wherein the server sends an acknowledgment in real time.
82. The server as claimed in claim 68 wherein the one or more web-connected devices comprise one or more mobile devices.
83. The server as claimed in claim 68 wherein the memory stores the game skill tier of each participant for each type of common game event.
84. A method of controlling a game of skill or chance or other entertainment, comprising:
a. transmitting one or more common game events from a server to one or more web-connected devices;
b. defining a predetermined plurality of game skill tiers each comprising one or more players;
c. transmitting game elements to the one or more players via the one or more web-connected devices, wherein the game elements are relative to the predetermined plurality of game skill tiers such that each player belonging to a first tier is presented a first set of game elements and each player belonging to a second tier is presented a secnod set of game elements, wherein the second set of game elements includes game elements not in the first set of game elements;
d. determining a current skill tier of the user in an application and updating the application if the current skill tier is not correct for the user, thereby ensuring the user is utilizing an updated application that is correct for the user, wherein the one or more web-connected devices receive a first set of game data from the server, wherein the server receives a second set of game data from the one or more web-connected devices, wherein a processor of the server configures the second set of game data for the one or more web-connected devices; and
e. sending a lockout signal to the one or more web-connected devices preventing transmission of answers to the game elements after an outcome is known.
85. The method as claimed in claim 84 wherein the application is implemented in real time.
86. The method as claimed in claim 84 further comprising:
e. promoting the one or more players to a relatively higher tier of the predetermined plurality of game skill tiers based on a determined level of a skill of a user;
f. determining a score for the one or more players based on the correctness of responses provided to the game elements;
g. grouping the scores for the one or more players according to the predetermined plurality of game skill tiers; and
h. displaying the scores within the predetermined plurality of game skill tiers in an order selected from a group including ascending, descending and alphabetical.
87. The method as claimed in claim 84, wherein the one or more web-connected devices are from a group including a cellular phone and a laptop computer.
88. The method as claimed in claim 84, wherein the one or more web-connected devices include memory for permanently storing the skill tier selected from the predetermined plurality of game skill tiers.
89. The method as claimed in claim 84, wherein the one or more common game events comprise a live television broadcast of a live sporting event from a group including football, baseball, hockey, basketball, boxing, golf, soccer, esports tournaments and auto racing.
90. The method as claimed in claim 84, wherein the one or more common game events are selected from a group including a televised game show, a reality show and an entertainment show.
91. The method as claimed in claim 84, wherein the one or more common game events comprises a non-televised game selected from a group including cards, dice, word games, puzzles and trivia games.
92. The method as claimed in claim 84, wherein the one or more common game events are played on computers, the Internet, handhelds or cell phones.
93. The method as claimed in claim 84, wherein communicating the scores comprises posting the scores on a webpage.
94. The method as claimed in claim 84, wherein communicating the scores comprises sending the scores to the one or more web-connected devices, one or more computers or one or more video game devices.
95. The method as claimed in claim 84, further comprising communicating the tiers to the one or more users.
96. The method as claimed in claim 84, wherein more game elements are presented or more scoring opportunities offered and more points are awarded at the relatively higher skill tier.
97. The method as claimed in claim 84, further comprising utilizing the Internet for gameplay.
98. The method as claimed in claim 84, further comprising sending an acknowledgment from the server to the one or more web-connected devices in real time.
99. The method as claimed in claim 84, wherein the one or more web-connected devices comprise one or more mobile devices.
100. The method as claimed in claim 84, wherein the game elements comprise one or more questions.
101. A graphical user interface for displaying scores of a game of skill or chance or other entertainment played by a plurality of players viewing one or more common game events, wherein the graphical user interface is stored in a non-transitory memory and displayed on a display of a device, wherein the graphical user interface is associated with an application, the graphical user interface comprising:
a. a representation of a plurality of tiers each comprising one or more players, the plurality of tiers comprising a first skill tier and a second skill tier, wherein players in the first skill tier are presented with a first set of queries and aplyers in the second skill tier are presented a second set of queries, wherein the second set of queries includes queries not in the first set of queries; and
b. a list of a plurality of scores of the plurality of players, wherein each player has an associated tier, wherein the device receives a first set of game data from the server, wherein the server receives a second set of game data from the device, wherein a processor of the server configures the second set of game data for the device, wherein the server transmits a lockout signal to the device preventing transmission of answers to the queries after an outcome is known.
102. The graphical user interface as claimed in claim 101, wherein the plurality of players play a game with the same opportunities to score points.
103. The graphical user interface as claimed in claim 101, wherein the plurality of players play a game with different opportunities to score points.
104. The graphical user interface as claimed in claim 101, wherein the plurality of scores are displayed in an order selected from a group including ascending, descending and alphabetical.
105. The graphical user interface as claimed in claim 101, wherein the scores for each player are listed in the associated one of the plurality of tiers.
106. The graphical user interface as claimed in claim 101, wherein the application is implemented in real time.
US18/375,513 2004-07-14 2023-09-30 Game of skill played by remote participants utilizing wireless devices in connection with a common game event Pending US20240024765A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/375,513 US20240024765A1 (en) 2004-07-14 2023-09-30 Game of skill played by remote participants utilizing wireless devices in connection with a common game event

Applications Claiming Priority (7)

Application Number Priority Date Filing Date Title
US58827304P 2004-07-14 2004-07-14
US63522104P 2004-12-10 2004-12-10
US11/166,596 US8870639B2 (en) 2004-06-28 2005-06-24 Methods and apparatus for distributed gaming over a mobile device
US11/298,901 US10226698B1 (en) 2004-07-14 2005-12-09 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US16/266,081 US10933319B2 (en) 2004-07-14 2019-02-03 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US17/160,841 US11786813B2 (en) 2004-07-14 2021-01-28 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US18/375,513 US20240024765A1 (en) 2004-07-14 2023-09-30 Game of skill played by remote participants utilizing wireless devices in connection with a common game event

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US17/160,841 Continuation US11786813B2 (en) 2004-07-14 2021-01-28 Game of skill played by remote participants utilizing wireless devices in connection with a common game event

Publications (1)

Publication Number Publication Date
US20240024765A1 true US20240024765A1 (en) 2024-01-25

Family

ID=65633025

Family Applications (4)

Application Number Title Priority Date Filing Date
US11/298,901 Active US10226698B1 (en) 2004-07-14 2005-12-09 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US16/266,081 Active 2025-09-06 US10933319B2 (en) 2004-07-14 2019-02-03 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US17/160,841 Active 2026-02-21 US11786813B2 (en) 2004-07-14 2021-01-28 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US18/375,513 Pending US20240024765A1 (en) 2004-07-14 2023-09-30 Game of skill played by remote participants utilizing wireless devices in connection with a common game event

Family Applications Before (3)

Application Number Title Priority Date Filing Date
US11/298,901 Active US10226698B1 (en) 2004-07-14 2005-12-09 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US16/266,081 Active 2025-09-06 US10933319B2 (en) 2004-07-14 2019-02-03 Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US17/160,841 Active 2026-02-21 US11786813B2 (en) 2004-07-14 2021-01-28 Game of skill played by remote participants utilizing wireless devices in connection with a common game event

Country Status (1)

Country Link
US (4) US10226698B1 (en)

Families Citing this family (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8870639B2 (en) 2004-06-28 2014-10-28 Winview, Inc. Methods and apparatus for distributed gaming over a mobile device
US8376855B2 (en) 2004-06-28 2013-02-19 Winview, Inc. Methods and apparatus for distributed gaming over a mobile device
US10226698B1 (en) 2004-07-14 2019-03-12 Winview, Inc. Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US10721543B2 (en) 2005-06-20 2020-07-21 Winview, Inc. Method of and system for managing client resources and assets for activities on computing devices
US8149530B1 (en) 2006-04-12 2012-04-03 Winview, Inc. Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
US9919210B2 (en) 2005-10-03 2018-03-20 Winview, Inc. Synchronized gaming and programming
US8002618B1 (en) 2006-01-10 2011-08-23 Winview, Inc. Method of and system for conducting multiple contests of skill with a single performance
US10556183B2 (en) 2006-01-10 2020-02-11 Winview, Inc. Method of and system for conducting multiple contest of skill with a single performance
US9056251B2 (en) 2006-01-10 2015-06-16 Winview, Inc. Method of and system for conducting multiple contests of skill with a single performance
US11082746B2 (en) 2006-04-12 2021-08-03 Winview, Inc. Synchronized gaming and programming
US9716918B1 (en) 2008-11-10 2017-07-25 Winview, Inc. Interactive advertising system
WO2018027237A1 (en) 2016-08-05 2018-02-08 Sportscastr.Live Llc Systems, apparatus, and methods for scalable low-latency viewing of broadcast digital content streams of live events
WO2018213481A1 (en) 2017-05-16 2018-11-22 Sportscastr.Live Llc Systems, apparatus, and methods for scalable low-latency viewing of integrated broadcast commentary and event video streams of live events, and synchronization of event information with viewed streams via multiple internet channels
US11308765B2 (en) 2018-10-08 2022-04-19 Winview, Inc. Method and systems for reducing risk in setting odds for single fixed in-play propositions utilizing real time input
US11911662B1 (en) 2021-12-13 2024-02-27 Wunup LLC Method to use sensors for games of skill

Family Cites Families (535)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
USRE24590E (en) 1952-04-07 1959-01-20 parker
US3562650A (en) 1967-12-20 1971-02-09 Standard Kollsman Ind Inc Catv system with increased channel capabilities
US4141548A (en) * 1978-01-16 1979-02-27 Everton Irving M Game apparatus for use in conjunction with the viewing of a spectator's sport
US4270755A (en) * 1979-02-01 1981-06-02 Joseph Willhide Strategy based electronic combat game
US4386377A (en) 1981-04-10 1983-05-31 Rca Corporation TV Interface RF modulation circuitry
US4496148A (en) * 1981-12-09 1985-01-29 Barry R. Morstain Sporting event analysis device
US4521803A (en) 1982-10-07 1985-06-04 General Electric Company System for compatible transmission of high-resolution TV
US4816904A (en) 1983-06-09 1989-03-28 Control Data Corporation Television and market research data collection system and method
US4592546A (en) 1984-04-26 1986-06-03 David B. Lockton Game of skill playable by remote participants in conjunction with a live event
CA1245361A (en) 1984-06-27 1988-11-22 Kerry E. Thacher Tournament data system
US5218631A (en) 1985-07-10 1993-06-08 First Data Resources Inc. Telephonic-interface game control system
US5759101A (en) 1986-03-10 1998-06-02 Response Reward Systems L.C. Central and remote evaluation of responses of participatory broadcast audience with automatic crediting and couponing
US5227874A (en) 1986-03-10 1993-07-13 Kohorn H Von Method for measuring the effectiveness of stimuli on decisions of shoppers
US5697844A (en) 1986-03-10 1997-12-16 Response Reward Systems, L.C. System and method for playing games and rewarding successful players
US4926255A (en) 1986-03-10 1990-05-15 Kohorn H Von System for evaluation of response to broadcast transmissions
GB8800503D0 (en) 1988-01-11 1988-02-10 Crosfield Electronics Ltd Apparatus for generating two-dimensional coloured display
US5213337A (en) 1988-07-06 1993-05-25 Robert Sherman System for communication using a broadcast audio signal
US4918603A (en) 1988-08-01 1990-04-17 Michael B. Hughes Computerized statistical football game
FR2658375B2 (en) 1989-05-25 1994-04-22 Adventure ELECTRONIC DEVICE FOR ALLOWING INDIVIDUAL PARTICIPATION IN A BROADCASTING PROGRAM.
US5083800A (en) 1989-06-09 1992-01-28 Interactive Network, Inc. Game of skill or chance playable by several participants remote from each other in conjunction with a common event
US5663757A (en) 1989-07-14 1997-09-02 Morales; Fernando Software controlled multi-mode interactive TV systems
US5018736A (en) 1989-10-27 1991-05-28 Wakeman & Deforrest Corporation Interactive game system and method
US5263723A (en) 1989-10-27 1993-11-23 Wakeman & Deforrest Corporation Interactive contest system
US5971854A (en) 1989-10-27 1999-10-26 William Junkin Trust Interactive contest system
US5035422A (en) 1989-12-07 1991-07-30 Robert Berman Interactive game show and method for achieving interactive communication therewith
US5013038A (en) 1989-12-08 1991-05-07 Interactive Network, Inc. method of evaluating data relating to a common subject
US5120076A (en) 1989-12-08 1992-06-09 Interactive Network, Inc. Method of evaluating data relating to a common subject
US5119295A (en) 1990-01-25 1992-06-02 Telecredit, Inc. Centralized lottery system for remote monitoring or operations and status data from lottery terminals including detection of malfunction and counterfeit units
US5256863A (en) 1991-11-05 1993-10-26 Comark Technologies, Inc. In-store universal control system
US5519433A (en) 1991-11-20 1996-05-21 Zing Systems, L.P. Interactive television security through transaction time stamping
US5734413A (en) 1991-11-20 1998-03-31 Thomson Multimedia S.A. Transaction based interactive television system
US5343239A (en) 1991-11-20 1994-08-30 Zing Systems, L.P. Transaction based interactive television system
US5462275A (en) 1991-12-20 1995-10-31 Gordon Wilson Player interactive live action football game
DE69327986T2 (en) 1992-06-03 2000-10-05 Koninkl Philips Electronics Nv System for automatic compensation of cable loss
US5327485A (en) 1992-12-01 1994-07-05 Pacific Bell Telephone lottery play system
NL9202106A (en) 1992-12-04 1994-07-01 Nederland Ptt Method and system for televoting.
US7721307B2 (en) 1992-12-09 2010-05-18 Comcast Ip Holdings I, Llc Method and apparatus for targeting of interactive virtual objects
AU6097294A (en) 1993-02-17 1994-09-14 Ameritech Services, Inc. Universal tv interface and related method
US6267670B1 (en) 1997-03-21 2001-07-31 Walker Digital, Llc System and method for performing lottery ticket transactions utilizing point-of-sale terminals
AU7326694A (en) 1993-07-12 1995-02-13 California Amplifier Encryption/decryption process and apparatus for a multichannel television system
US5417424A (en) 1993-09-28 1995-05-23 Gtech Corporation Player operated win checker appended to lottery agent terminal
GB9321312D0 (en) 1993-10-15 1993-12-08 Interactive Network Ltd Game playing system
US6611607B1 (en) 1993-11-18 2003-08-26 Digimarc Corporation Integrating digital watermarks in multimedia content
WO1995017711A1 (en) 1993-12-23 1995-06-29 Diacom Technologies, Inc. Method and apparatus for implementing user feedback
FR2715576B1 (en) 1994-01-28 1996-03-29 Jeux Franc Game system.
FR2717026B1 (en) 1994-03-01 1996-03-29 Thomson Consumer Electronics Tuner programming method and implementation device.
US5586257A (en) 1994-05-05 1996-12-17 Perlman; Stephen G. Network architecture to support multiple site real-time video games
US5530483A (en) 1994-10-11 1996-06-25 Pixel Instruments Corp. Delay detector apparatus and method for plural image sequences
US5636920A (en) 1994-10-28 1997-06-10 Sports `N` Kids, L.L.C. Sports team organizer
US5585975A (en) 1994-11-17 1996-12-17 Cirrus Logic, Inc. Equalization for sample value estimation and sequence detection in a sampled amplitude read channel
US5589765A (en) 1995-01-04 1996-12-31 Texas Instruments Incorporated Method for final testing of semiconductor devices
DE19502613A1 (en) 1995-01-27 1996-08-01 Peter Eiba Play equipment system
US5618232A (en) 1995-03-23 1997-04-08 Martin; John R. Dual mode gaming device methods and systems
FI100496B (en) 1995-04-13 1997-12-15 Nokia Telecommunications Oy Telephone voting in an intelligent network
US5818438A (en) 1995-04-25 1998-10-06 Bellsouth Corporation System and method for providing television services
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
US5643088A (en) 1995-05-31 1997-07-01 Interactive Network, Inc. Game of skill or chance playable by remote participants in conjunction with a common game event including inserted interactive advertising
US5970143A (en) 1995-11-22 1999-10-19 Walker Asset Management Lp Remote-auditing of computer generated outcomes, authenticated billing and access control, and software metering system using cryptographic and other protocols
US5779549A (en) * 1996-04-22 1998-07-14 Walker Assest Management Limited Parnership Database driven online distributed tournament system
WO1997015885A1 (en) 1995-10-25 1997-05-01 Open Market, Inc. Managing transfers of information in a communications network
US5762552A (en) 1995-12-05 1998-06-09 Vt Tech Corp. Interactive real-time network gaming system
US5794210A (en) 1995-12-11 1998-08-11 Cybergold, Inc. Attention brokerage
US5860862A (en) 1996-01-05 1999-01-19 William W. Junkin Trust Interactive system allowing real time participation
US6193610B1 (en) 1996-01-05 2001-02-27 William Junkin Trust Interactive television system and methodology
US6264560B1 (en) 1996-01-19 2001-07-24 Sheldon F. Goldberg Method and system for playing games on a network
US5761606A (en) 1996-02-08 1998-06-02 Wolzien; Thomas R. Media online services access via address embedded in video or audio program
US6293868B1 (en) * 1996-03-08 2001-09-25 Glenn R. Bernard Stadium game for fans
US5828843A (en) 1996-03-21 1998-10-27 Mpath Interactive, Inc. Object-oriented method for matching clients together with servers according to attributes included in join request
US6015344A (en) 1996-04-05 2000-01-18 Rlt Acquisition, Inc. Prize redemption system for games
US5846132A (en) 1996-04-10 1998-12-08 William W. Junkin Trust Interactive system allowing simulated or real time participation in a league
US5848397A (en) 1996-04-19 1998-12-08 Juno Online Services, L.P. Method and apparatus for scheduling the presentation of messages to computer users
US6110041A (en) 1996-12-30 2000-08-29 Walker Digital, Llc Method and system for adapting gaming devices to playing preferences
US7192352B2 (en) 1996-04-22 2007-03-20 Walker Digital, Llc System and method for facilitating play of a video game via a web site
US6009458A (en) 1996-05-09 1999-12-28 3Do Company Networked computer game system with persistent playing objects
US5838909A (en) 1996-05-23 1998-11-17 Sandcastle, Inc. Reducing latency when synchronizing access to a multi-user database over a network
US5838774A (en) 1996-07-01 1998-11-17 Bellsouth Corporation Telephone polling method
EP0912954B8 (en) 1996-07-22 2006-06-14 Cyva Research Corporation Personal information security and exchange tool
US5870683A (en) 1996-09-18 1999-02-09 Nokia Mobile Phones Limited Mobile station having method and apparatus for displaying user-selectable animation sequence
US6758755B2 (en) 1996-11-14 2004-07-06 Arcade Planet, Inc. Prize redemption system for games executed over a wide area network
US5831527A (en) 1996-12-11 1998-11-03 Jones, Ii; Griffith Casino table sensor alarms and method of using
US6042477A (en) 1996-12-12 2000-03-28 Addink; Dale H. Method of and system for minimizing the effects of time latency in multiplayer electronic games played on interconnected computers
US6104815A (en) 1997-01-10 2000-08-15 Silicon Gaming, Inc. Method and apparatus using geographical position and universal time determination means to provide authenticated, secure, on-line communication between remote gaming locations
US6135881A (en) 1997-03-31 2000-10-24 Inventure, Inc. Sports forecasting game
GB9708061D0 (en) 1997-04-22 1997-06-11 Two Way Tv Ltd Interactive, predictive game control system
US6038599A (en) 1997-04-23 2000-03-14 Mpath Interactive, Inc. Latency server and matchmaker
US6075779A (en) 1997-06-09 2000-06-13 Lucent Technologies, Inc. Random access channel congestion control for broadcast teleservice acknowledgment messages
US6353929B1 (en) 1997-06-23 2002-03-05 One River Worldtrek, Inc. Cooperative system for measuring electronic media
US6209130B1 (en) 1997-10-10 2001-03-27 United Video Properties, Inc. System for collecting television program data
US6112049A (en) 1997-10-21 2000-08-29 The Riverside Publishing Company Computer network based testing system
US6064449A (en) 1997-10-31 2000-05-16 Webtv Networks, Inc. Automatic characterization of a television signal
US6342010B1 (en) 1997-11-14 2002-01-29 Russell Dale Slifer Personalized wireless video game system
ES2192746T3 (en) 1997-12-02 2003-10-16 Two Way Tv Ltd PROCEDURE AND DATA TRANSMISSION DEVICE.
ES2187733T3 (en) 1997-12-02 2003-06-16 Two Way Tv Ltd METHOD AND APPLIANCE FOR DATA ENTRY.
US6126543A (en) 1998-01-08 2000-10-03 Innovative Gaming Systems Ltd Method for wagering on combined point spreads from multiple contests
IL123288A (en) 1998-02-13 2001-05-20 Nds Ltd Electronic game guide system
US7907598B2 (en) 1998-02-17 2011-03-15 Genesys Telecommunication Laboratories, Inc. Method for implementing and executing communication center routing strategies represented in extensible markup language
MY121817A (en) 1998-02-19 2006-02-28 Swisscom Mobile Ag Game system, corresponding method and adapted devices
US7185355B1 (en) 1998-03-04 2007-02-27 United Video Properties, Inc. Program guide system with preference profiles
US6610953B1 (en) 1998-03-23 2003-08-26 University Of Arkansas Item defect detection apparatus and method
US6530082B1 (en) 1998-04-30 2003-03-04 Wink Communications, Inc. Configurable monitoring of program viewership and usage of interactive applications
US6659860B1 (en) 1998-05-12 2003-12-09 Sony Computer Entertainment Inc. Game device, game machine operation device and game system which employ a half-duplex serial communication system and game device two-way communication method
US6182084B1 (en) 1998-05-26 2001-01-30 Williams Communications, Inc. Method and apparatus of data comparison for statistical information content creation
EP0963115A1 (en) 1998-06-05 1999-12-08 THOMSON multimedia Apparatus and method for selecting viewers' profile in interactive TV
US6343320B1 (en) 1998-06-09 2002-01-29 Compaq Information Technologies Group, L.P. Automatic state consolidation for network participating devices
FI105989B (en) 1998-06-16 2000-10-31 Sonera Oyj Method and system for controlling telephone voting
US6862622B2 (en) 1998-07-10 2005-03-01 Van Drebbel Mariner Llc Transmission control protocol/internet protocol (TCP/IP) packet-centric wireless point to multi-point (PTMP) transmission system architecture
AR020608A1 (en) 1998-07-17 2002-05-22 United Video Properties Inc A METHOD AND A PROVISION TO SUPPLY A USER REMOTE ACCESS TO AN INTERACTIVE PROGRAMMING GUIDE BY A REMOTE ACCESS LINK
AR019458A1 (en) 1998-07-23 2002-02-20 United Video Properties Inc AN INTERACTIVE TELEVISION PROGRAMMING GUIDE PROVISION THAT SERVES AS AN ENTRY
US6222642B1 (en) 1998-08-10 2001-04-24 Xerox Corporation System and method for eliminating background pixels from a scanned image
US6898762B2 (en) 1998-08-21 2005-05-24 United Video Properties, Inc. Client-server electronic program guide
US8589975B2 (en) 1998-08-21 2013-11-19 United Video Properties, Inc. Electronic program guide with advance notification
US6697869B1 (en) 1998-08-24 2004-02-24 Koninklijke Philips Electronics N.V. Emulation of streaming over the internet in a broadcast application
ATE282920T1 (en) 1998-09-11 2004-12-15 Two Way Media Ltd DELIVERY OF INTERACTIVE APPLICATIONS
US6446262B1 (en) 1998-10-26 2002-09-03 Two Way Tv Limited Broadcasting interactive applications
US8290351B2 (en) 2001-04-03 2012-10-16 Prime Research Alliance E., Inc. Alternative advertising in prerecorded media
US7653923B2 (en) 2000-02-18 2010-01-26 Prime Research Alliance E, Inc. Scheduling and presenting IPG ads in conjunction with programming ads in a television environment
NZ500956A (en) 1998-12-04 2000-08-25 Two Way Tv Ltd Interactive TV game system, start signal transmitted to all users simultaneously
US6282713B1 (en) 1998-12-21 2001-08-28 Sony Corporation Method and apparatus for providing on-demand electronic advertising
US20020026321A1 (en) 1999-02-26 2002-02-28 Sadeg M. Faris Internet-based system and method for fairly and securely enabling timed-constrained competition using globally time-sychronized client subsystems and information servers having microsecond client-event resolution
US7116310B1 (en) 1999-04-06 2006-10-03 Microsoft Corporation Application programming interface that maps input device controls to software actions
US6251017B1 (en) 1999-04-21 2001-06-26 David Leason Game or lottery with a reward validated and/or redeemed online
AU758059B2 (en) 1999-05-04 2003-03-13 Two Way Media Limited Interactive applications
EP1183617A4 (en) 1999-05-11 2007-11-14 Newsnet Ltd Signalling apparatus and method
AU764877B2 (en) 1999-05-12 2003-09-04 Two Way Media Limited Interactive television broadcast system
US6174237B1 (en) 1999-05-21 2001-01-16 John H. Stephenson Method for a game of skill tournament
US7194758B1 (en) 1999-05-24 2007-03-20 Matsushita Electric Industrial Co., Ltd. Digital broadcast system and its component devices that provide services in accordance with a broadcast watched by viewers
US6536037B1 (en) 1999-05-27 2003-03-18 Accenture Llp Identification of redundancies and omissions among components of a web based architecture
EP1195059B1 (en) 1999-05-28 2004-11-10 Nokia Corporation Interactive services user interface and server
CA2377941A1 (en) 1999-06-28 2001-01-04 United Video Properties, Inc. Interactive television program guide system and method with niche hubs
US6893347B1 (en) 1999-07-09 2005-05-17 Nokia Corporation Method and apparatus for playing games between the clients of entities at different locations
US6524189B1 (en) 1999-07-09 2003-02-25 Nokia Corporation Multi-player game system using mobile telephone and game unit
US20020124247A1 (en) 1999-08-03 2002-09-05 Houghton William C. Polling interactive television viewers
KR20010016943A (en) 1999-08-05 2001-03-05 윤종용 Method for preforming network game function using potable phone
JP3807588B2 (en) 1999-08-12 2006-08-09 富士通株式会社 Multi-thread processing apparatus, processing method, and computer-readable recording medium storing multi-thread program
US6758754B1 (en) 1999-08-13 2004-07-06 Actv, Inc System and method for interactive game-play scheduled based on real-life events
US6411969B1 (en) 1999-08-13 2002-06-25 Unisys Corporation Enhanced system and method for management of system database utilities
US6888929B1 (en) 1999-08-24 2005-05-03 Microstrategy, Inc. Revenue generation method for use with voice network access provider system and method
US6578068B1 (en) 1999-08-31 2003-06-10 Accenture Llp Load balancer in environment services patterns
US6774926B1 (en) 1999-09-03 2004-08-10 United Video Properties, Inc. Personal television channel system
US6527641B1 (en) 1999-09-24 2003-03-04 Nokia Corporation System for profiling mobile station activity in a predictive command wireless game system
US7630986B1 (en) 1999-10-27 2009-12-08 Pinpoint, Incorporated Secure data interchange
WO2001039506A2 (en) 1999-11-22 2001-05-31 Spiderdance, Inc. System and method for synchronizing online activities with broadcast programming
US6373462B1 (en) 1999-12-07 2002-04-16 Nintendo Co., Ltd. Method and apparatus for displaying higher color resolution on a hand-held LCD device
US7058592B1 (en) 1999-11-29 2006-06-06 Microsoft Corporation Transmission of information during ad click-through
WO2001041437A2 (en) 1999-12-03 2001-06-07 Ourworld Live, Inc. Consumer access systems and methods for providing same
US6579184B1 (en) 1999-12-10 2003-06-17 Nokia Corporation Multi-player game system
US6611755B1 (en) 1999-12-19 2003-08-26 Trimble Navigation Ltd. Vehicle tracking, communication and fleet management system
JP4362914B2 (en) 1999-12-22 2009-11-11 ソニー株式会社 Information providing apparatus, information using apparatus, information providing system, information providing method, information using method, and recording medium
US6983315B1 (en) 2000-01-18 2006-01-03 Wrq, Inc. Applet embedded cross-platform caching
GB0001591D0 (en) 2000-01-24 2000-03-15 Technical Casino Services Ltd Casino video security system
JP4091723B2 (en) 2000-02-04 2008-05-28 富士通株式会社 Data transfer method and apparatus
US20040152517A1 (en) 2000-02-14 2004-08-05 Yon Hardisty Internet based multiplayer game system
CA2400587A1 (en) 2000-02-17 2001-09-07 Acclaim Entertainment, Inc. Multi-player computer game system and method
JP2001244902A (en) 2000-02-29 2001-09-07 Sony Corp Transmitter, transmission method, receiver, reception method and recording medium
US7120924B1 (en) 2000-02-29 2006-10-10 Goldpocket Interactive, Inc. Method and apparatus for receiving a hyperlinked television broadcast
US7343617B1 (en) 2000-02-29 2008-03-11 Goldpocket Interactive, Inc. Method and apparatus for interaction with hyperlinks in a television broadcast
US7367042B1 (en) 2000-02-29 2008-04-29 Goldpocket Interactive, Inc. Method and apparatus for hyperlinking in a television broadcast
US7240093B1 (en) 2000-02-29 2007-07-03 Microsoft Corporation Use of online messaging to facilitate selection of participants in game play
DE60120136T2 (en) 2000-03-01 2007-03-29 Hookam-Miller, Peter, Ernest PRESENTATION OF PROGRAMS
US6763377B1 (en) 2000-03-03 2004-07-13 International Business Machines Corporation Asset management and scheduling graphical user interface for media streamer
JP2001060234A (en) 2000-03-09 2001-03-06 Kobo Guide Sha:Kk Public prize competition information service system utilizing portable telephone set, portable information terminal device and computer terminal device
US7260635B2 (en) 2000-03-21 2007-08-21 Centrisoft Corporation Software, systems and methods for managing a distributed network
US7076434B1 (en) 2000-03-22 2006-07-11 Goldpocket Interactive, Inc. Method and system of playing and controlling a contest for a large number of simultaneous contestants
BR0105028A (en) 2000-04-03 2002-07-09 Mario Victor Silva Muniz Lottery game, world lottery game, world lottery system and method to play the referred lottery games
US6837791B1 (en) 2000-04-05 2005-01-04 Ods Properties, Inc. Interactive wagering system with totalisator selection
MXPA02009863A (en) 2000-04-05 2004-10-14 Ods Properties Inc SYSTEMS AND METHODS FOR CROSSminus;PLATFORM ACCESS TO A WAGERING INTERFACE.
US20010036853A1 (en) 2000-04-05 2001-11-01 Ods Properties, Inc. Systems and methods for presenting a lottery interface in an interactive wagering application
JP2001306750A (en) 2000-04-20 2001-11-02 Nec Corp System and method for selling lottery
US7979880B2 (en) 2000-04-21 2011-07-12 Cox Communications, Inc. Method and system for profiling iTV users and for providing selective content delivery
US6873610B1 (en) 2000-05-01 2005-03-29 Mobular Technologies, Inc. System and method for efficiently accessing affiliated network addresses from a wireless device
US8512129B2 (en) 2000-05-01 2013-08-20 Cfph, Llc Real-time interactive wagering on event outcomes
US20020010789A1 (en) 2000-05-04 2002-01-24 Lord Frank H. Broadcast multimedia delivery system
US20030233425A1 (en) 2000-05-04 2003-12-18 Lyons Barry C. Method and system for personal portal screen
US6766524B1 (en) 2000-05-08 2004-07-20 Webtv Networks, Inc. System and method for encouraging viewers to watch television programs
US20020119821A1 (en) 2000-05-12 2002-08-29 Sanjoy Sen System and method for joining a broadband multi-user communication session
US6845389B1 (en) 2000-05-12 2005-01-18 Nortel Networks Limited System and method for broadband multi-user communication sessions
US20020018477A1 (en) 2000-05-18 2002-02-14 Firemedia Communications (Israel) Ltd. Bandwidth and path allocation method for a switched fabric connecting multiple multimedia buses
US7753772B1 (en) 2000-05-25 2010-07-13 Walker Digital, Llc Systems and methods wherein a player indicates an item that may be received based on a game event outcome associated with the player
AUPQ784100A0 (en) 2000-05-29 2000-06-22 Harkham, Gabi Method of and system for providing an on-line casino game
US7647259B2 (en) 2000-06-16 2010-01-12 De Fabrega Ingrid Perscky E-commerce development intranet portal
US7404084B2 (en) 2000-06-16 2008-07-22 Entriq Inc. Method and system to digitally sign and deliver content in a geographically controlled manner via a network
US20040005919A1 (en) 2002-04-18 2004-01-08 Walker Jay S. Method and apparatus for enabling a player to select features on a gaming device
WO2002001420A1 (en) 2000-06-27 2002-01-03 Mixed Signals Technologies, Inc. System and method for transmitting and displaying interactive tv content
GB2364485B (en) 2000-07-04 2002-06-12 Saj Muzaffar Interactive broadcast system
US6470180B1 (en) 2000-07-31 2002-10-22 Motorola, Inc. Exploiting a broadcast system to enhance a wireless gaming experience
US7657916B2 (en) 2000-07-31 2010-02-02 Cisco Technology, Inc. Digital subscriber television networks with local physical storage devices and virtual storage
US6604997B2 (en) 2000-08-17 2003-08-12 Worldwinner.Com, Inc. Minimizing the effects of chance
CA2316417A1 (en) 2000-08-18 2002-02-18 Jean-Sebastien Lessard Location bookmarks method and system
US6871226B1 (en) 2000-08-22 2005-03-22 Bsafe Online Method of searching servers in a distributed network
US6587781B2 (en) 2000-08-28 2003-07-01 Estimotion, Inc. Method and system for modeling and processing vehicular traffic data and information and applying thereof
US6960088B1 (en) 2000-08-28 2005-11-01 Long Eliot R Method for evaluating standardized test results
EP1320994B1 (en) 2000-08-31 2011-03-30 Ericsson Television Inc. Systems and method for interacting with users over a communications network
US7599851B2 (en) 2000-09-05 2009-10-06 Renee Frengut Method for providing customized user interface and targeted marketing forum
US6760595B2 (en) 2000-09-06 2004-07-06 Eric Inselberg Method and apparatus for interactive audience participation at a live spectator event
US7587214B2 (en) 2000-09-06 2009-09-08 Inselberg Interactive, Llc Method and apparatus for interactive participation at a live entertainment event
US7248888B2 (en) 2000-09-06 2007-07-24 Eric Inselberg Method and apparatus for interactive audience participation at a live entertainment event
US6434398B1 (en) * 2000-09-06 2002-08-13 Eric Inselberg Method and apparatus for interactive audience participation at a live spectator event
CN1462545A (en) 2000-09-08 2003-12-17 柯高有限公司 Video interaction
US6371855B1 (en) 2000-09-08 2002-04-16 Winamax.Com Limited Fantasy internet sports game
WO2002023468A1 (en) 2000-09-11 2002-03-21 Digimarc Corporation Authenticating and measuring quality of service of multimedia signals using digital watermark analyses
US6594098B1 (en) 2000-09-12 2003-07-15 Marvell International Ltd. Acquistion timing loop for read channel
US6942574B1 (en) 2000-09-19 2005-09-13 Igt Method and apparatus for providing entertainment content on a gaming machine
US6648760B1 (en) 2000-09-27 2003-11-18 Midway Amusement Games, Llc Skill mapping method and apparatus
US8727853B2 (en) 2000-09-27 2014-05-20 Milestone Entertainment, LLC Methods and apparatus for enhanced play in lottery and gaming environments
US7976389B2 (en) 2000-09-29 2011-07-12 Igt Method and apparatus for gaming machines with a tournament play bonus feature
FI113713B (en) 2000-09-29 2004-05-31 Veikkaus Ab Oy Methods and arrangements for betting with off-line terminals
ZA200103659B (en) 2000-10-09 2001-11-26 Ajay Ganesh Ubale Net related interactive quiz game.
US20030195807A1 (en) 2000-10-12 2003-10-16 Frank S. Maggio Method and system for verifying exposure to message content via a printed response
US20040107138A1 (en) 2000-10-12 2004-06-03 Maggio Frank S. Method and system for verifying immersion in advertising content via an immersion enhancing content vignette
US20020116222A1 (en) 2000-10-22 2002-08-22 Standing Stone, Inc. Method and system for administering anticoagulation therapy
US7562134B1 (en) 2000-10-25 2009-07-14 At&T Intellectual Property I, L.P. Network traffic analyzer
US6884172B1 (en) 2000-10-25 2005-04-26 Ngame Limited Electronic game system
US7254605B1 (en) 2000-10-26 2007-08-07 Austen Services Llc Method of modulating the transmission frequency in a real time opinion research network
US7562012B1 (en) 2000-11-03 2009-07-14 Audible Magic Corporation Method and apparatus for creating a unique audio signature
JP2002200363A (en) 2000-11-06 2002-07-16 Sony Computer Entertainment Inc Entertainment information generating device, generating method, entertainment terminal equipment, entertainment execution method, entertainment system, and entertainment information generating program
US7244181B2 (en) 2000-11-14 2007-07-17 Netamin Communication Corp. Multi-player game employing dynamic re-sequencing
US6840861B2 (en) * 2000-11-20 2005-01-11 Kent Wilcoxson Jordan Method and apparatus for interactive real time distributed gaming
US20070004516A1 (en) * 2000-11-20 2007-01-04 Jordan Kent W Method and apparatus for interactive real time distributed gaming
US6718350B1 (en) 2000-11-21 2004-04-06 Pitney Bowes Inc. Method and system for selectively updating rating data and software data via internet or intranet in a carrier management system
WO2002043404A2 (en) 2000-11-22 2002-05-30 Leap Wireless International, Inc. Method and system for providing interactive services over a wireless communications network
US20020107073A1 (en) 2000-11-27 2002-08-08 Binney Mark Stephen Interactive game system and method
US7254622B2 (en) 2000-12-15 2007-08-07 Tetsuya Nomura Video-on-demand system
JP3506671B2 (en) 2000-12-20 2004-03-15 株式会社インテリジェントシステムズ Communication game system
US7343317B2 (en) 2001-01-18 2008-03-11 Nokia Corporation Real-time wireless e-coupon (promotion) definition based on available segment
JP4765182B2 (en) 2001-01-19 2011-09-07 ソニー株式会社 Interactive television communication method and interactive television communication client device
US7172508B2 (en) * 2001-01-23 2007-02-06 Burton Simon Multi-person parimutuel betting games based on sporting events
NO20020417L (en) 2001-01-25 2002-07-26 Ensequence Inc Selective viewing of video based on one or more themes
US20020099709A1 (en) 2001-01-25 2002-07-25 Ensequence, Inc. Method of selecting among multiply-categorized items
US7921033B2 (en) 2001-01-29 2011-04-05 Microsoft Corporation System and method for high-density interactive voting using a computer network
US8176425B2 (en) 2001-02-02 2012-05-08 Ensequence, Inc. Animated screen object for annotation and selection of video sequences
US20020108112A1 (en) 2001-02-02 2002-08-08 Ensequence, Inc. System and method for thematically analyzing and annotating an audio-visual sequence
US20020108125A1 (en) 2001-02-07 2002-08-08 Joao Raymond Anthony Apparatus and method for facilitating viewer or listener interaction
US20020108127A1 (en) 2001-02-07 2002-08-08 Yon Lew Low bandwidth transmission
US20020115488A1 (en) 2001-02-22 2002-08-22 Nicholas Berry System and method for conducting an online competition
US20020120930A1 (en) 2001-02-26 2002-08-29 E.M.T.V. Effective Media Ltd. Systems and methods for encouraging advertising consumption
US6908389B1 (en) 2001-03-07 2005-06-21 Nokia Corporation Predefined messages for wireless multiplayer gaming
US20020162031A1 (en) 2001-03-08 2002-10-31 Shmuel Levin Method and apparatus for automatic control of access
US20020133405A1 (en) 2001-03-13 2002-09-19 Newnam Scott G. System and method for providing interactive content to multiple platforms
US20020133817A1 (en) 2001-03-13 2002-09-19 Markel Steven O. Affinity marketing for interactive media systems
GB0106681D0 (en) 2001-03-19 2001-05-09 Philips Electronics Uk Ltd Arrangement comprising beacon device and portable device
US6659872B1 (en) 2001-03-28 2003-12-09 Nearlife Electronic game method and apparatus in which a message is fortuitously passed between participating entities
US7415038B2 (en) 2001-03-29 2008-08-19 International Business Machines Corporation Method and system for network management providing access to application bandwidth usage calculations
US6475090B2 (en) 2001-03-29 2002-11-05 Koninklijke Philips Electronics N.V. Compensating for network latency in a multi-player game
US7510474B2 (en) 2001-04-10 2009-03-31 Carter Sr Russell Location based mobile wagering system
US6820150B1 (en) 2001-04-11 2004-11-16 Microsoft Corporation Method and apparatus for providing quality-of-service delivery facilities over a bus
US7076487B2 (en) 2001-04-11 2006-07-11 The Penn State Research Foundation Single-pass low-storage arbitrary probabilistic location estimation for massive data sets
US7035653B2 (en) 2001-04-13 2006-04-25 Leap Wireless International, Inc. Method and system to facilitate interaction between and content delivery to users of a wireless communications network
US20020157002A1 (en) 2001-04-18 2002-10-24 Messerges Thomas S. System and method for secure and convenient management of digital electronic content
US7607016B2 (en) 2001-04-20 2009-10-20 Digimarc Corporation Including a metric in a digital watermark for media authentication
GB2375002B (en) 2001-04-25 2003-07-09 Lucent Technologies Inc A method for overload control in a telecommunications network and apparatus therefor
US20020162117A1 (en) 2001-04-26 2002-10-31 Martin Pearson System and method for broadcast-synchronized interactive content interrelated to broadcast content
US6824469B2 (en) 2001-05-03 2004-11-30 Sony Pictures Entertainment, Inc. System and method for awarding prizes
US6786824B2 (en) 2001-05-25 2004-09-07 Igt Method, apparatus, and system for providing a player with opportunities to win a feature event award
US20020187825A1 (en) 2001-05-25 2002-12-12 Tracy Joseph J. Methods and systems for metered raffle-style gaming
US7263712B2 (en) 2001-05-29 2007-08-28 Intel Corporation Enabling a PC-DTV receiver to share the resource cache with multiple clients
AU2002312526A1 (en) 2001-06-14 2003-01-02 Killer App, Inc. Viewer interactive event system
WO2002102484A1 (en) 2001-06-15 2002-12-27 Walker Digital, Llc Method and apparatus for planning and customizing a gaming experience
US8282475B2 (en) 2001-06-15 2012-10-09 Igt Virtual leash for personal gaming device
US6741684B2 (en) 2001-06-26 2004-05-25 Koninklijke Philips Electronics N.V. Interactive TV using remote control with built-in phone
US20030003997A1 (en) 2001-06-29 2003-01-02 Vt Tech Corp. Intelligent casino management system and method for managing real-time networked interactive gaming systems
JP4178539B2 (en) 2001-07-02 2008-11-12 富士フイルム株式会社 Game provision system
US7886003B2 (en) 2001-07-06 2011-02-08 Ericsson Television, Inc. System and method for creating interactive events
US7529659B2 (en) 2005-09-28 2009-05-05 Audible Magic Corporation Method and apparatus for identifying an unknown work
US6887151B2 (en) 2001-07-13 2005-05-03 Gameaccount Limited System and method for determining the outcome of a wager for a gaming application
US7021623B2 (en) 2001-07-13 2006-04-04 Gameaccount Limited System and method for adding a skill aspect to games of chance
US7716126B2 (en) 2001-07-26 2010-05-11 U-Pickit.Com, Inc. Method of facilitating participation in lotteries
AU2002322835A1 (en) 2001-08-01 2003-02-17 Kim Updike Methods and apparatus for fairly placing players in bet positions
AU2002331602A1 (en) 2001-08-16 2003-03-03 Goldpocket Interactive Digital data monitoring and logging in an itv system
US20030040363A1 (en) 2001-08-23 2003-02-27 Sandberg Jonathan E. Entertainment internet/network site and contest method
CN100345459C (en) 2001-08-24 2007-10-24 爱亭株式会社 Method of delivering information to cellular terminal and information delivery server
US20030054885A1 (en) 2001-09-17 2003-03-20 Pinto Albert Gregory Electronic community for trading information about fantasy sports leagues
US8032442B2 (en) 2001-09-27 2011-10-04 Stubhub, Inc. System and method for providing logistics for a sale of goods
US20030066089A1 (en) 2001-09-28 2003-04-03 David Andersen Trigger mechanism for sync-to-broadcast web content
US20030069828A1 (en) 2001-10-04 2003-04-10 Eastman Kodak Company System for and managing assets using priority tokens
US20030070174A1 (en) 2001-10-09 2003-04-10 Merrill Solomon Wireless video-on-demand system
US20030073471A1 (en) 2001-10-17 2003-04-17 Advantage Partners Llc Method and system for providing an environment for the delivery of interactive gaming services
US20030088648A1 (en) 2001-11-02 2003-05-08 Gilles Bellaton Supporting access control checks in a directory server using a chaining backend method
KR100839251B1 (en) 2001-11-08 2008-06-17 엘지전자 주식회사 Method for bookmarking use of thumnail
US7703044B2 (en) 2001-11-19 2010-04-20 Ricoh Company, Ltd. Techniques for generating a static representation for time-based media information
US7136871B2 (en) 2001-11-21 2006-11-14 Microsoft Corporation Methods and systems for selectively displaying advertisements
DE10197195D2 (en) 2001-12-10 2004-10-28 Siemens Ag Process for the transfer of data from applications with different quality
US7452273B2 (en) 2001-12-12 2008-11-18 Cantor Index, Llc Method and apparatus for providing advice regarding gaming strategies
JP3574106B2 (en) 2001-12-14 2004-10-06 株式会社スクウェア・エニックス Network game system, game server device, video game device, message transmission method and display control method in network game, program, and recording medium
US7184972B2 (en) 2001-12-14 2007-02-27 Overture Services, Inc. Retail coupon distribution apparatus and method
US7125336B2 (en) 2001-12-18 2006-10-24 Nokia Corporation Distributed game over a wireless telecommunications network
FR2834406A1 (en) 2001-12-28 2003-07-04 Thomson Licensing Sa METHOD FOR UPDATING A REVOCATION LIST OF NON-CONFORMING KEYS, DEVICES OR MODULES IN A SECURE CONTENT BROADCASTING SYSTEM
US7124410B2 (en) 2002-01-09 2006-10-17 International Business Machines Corporation Distributed allocation of system hardware resources for multiprocessor systems
US6870720B2 (en) 2002-01-25 2005-03-22 Pacific Engineering Corp. Device and method for determining intermittent short circuit
US7283830B2 (en) 2002-01-29 2007-10-16 Motricity, Inc. Wireless device hub system and method
FR2835329A1 (en) 2002-01-30 2003-08-01 Koninkl Philips Electronics Nv PROCESS FOR PROCESSING BINARY FILES OF PROGRAMS
US9479550B2 (en) 2002-02-12 2016-10-25 Google Technology Holdings LLC System for providing continuity of broadcast between clients and method therefor
US6811482B2 (en) 2002-03-05 2004-11-02 Howard Letovsky Video game of chance apparatus
US20040203667A1 (en) 2002-03-14 2004-10-14 Thaddeus Schroeder System for locally restricting use of cellphones and other electronic devices
US20040014524A1 (en) 2002-03-18 2004-01-22 Pearlman Mark B. Trivia and memory game using multimedia clips
US20030177504A1 (en) 2002-03-18 2003-09-18 Paulo Daniel Leonard System and method for synchronizing interaction of a communication network with a broadcasting network
WO2003088671A1 (en) 2002-04-05 2003-10-23 Matsushita Electric Industrial Co., Ltd. Asynchronous integration of portable handheld device
US6863610B2 (en) 2002-04-09 2005-03-08 Utstarcom, Inc. Wireless gaming system using standard cellular telephones
US8555313B2 (en) 2002-04-09 2013-10-08 Ericsson Television Inc. System and method for coordinating interactive television programs
US6800031B2 (en) 2002-04-15 2004-10-05 Microsoft Corporation Method of conducting an interactive competition
US6973479B2 (en) 2002-05-01 2005-12-06 Thales Avionics, Inc. Method and system for configuration and download in a restricted architecture network
WO2003092840A1 (en) 2002-05-02 2003-11-13 4Kids Entertainment Licensing, Inc. Hand held data compression apparatus
US20030211856A1 (en) 2002-05-08 2003-11-13 Nokia Corporation System and method for facilitating interactive presentations using wireless messaging
US7219099B2 (en) 2002-05-10 2007-05-15 Oracle International Corporation Data mining model building using attribute importance
US7363375B2 (en) 2002-05-13 2008-04-22 Microsoft Corporation Adaptive allocation of last-hop bandwidth based on monitoring of end-to-end throughput
US20070265089A1 (en) 2002-05-13 2007-11-15 Consolidated Global Fun Unlimited Simulated phenomena interaction game
US7285044B2 (en) 2002-05-14 2007-10-23 Screenlife, Llc Party play DVD game
CA2387328C (en) 2002-05-24 2012-01-03 Diversinet Corp. Mobile terminal system
US20050101309A1 (en) 2002-05-29 2005-05-12 Martin Croome Method and apparatus for selective configuration based upon expansion card presence
US8133113B2 (en) 2004-10-04 2012-03-13 Igt Class II/Class III hybrid gaming machine, system and methods
US7502610B2 (en) 2002-06-28 2009-03-10 Qualcomm Incorporated System and method for application management through threshold events
AU2003251834A1 (en) 2002-07-10 2004-01-23 Cantor Index Llc Simulcast pari-mutuel gaming machine with casino and lottery styled wagers for continuous play
US20040010793A1 (en) 2002-07-12 2004-01-15 Wallace Michael W. Method and system for flexible time-based control of application appearance and behavior
US7231630B2 (en) 2002-07-12 2007-06-12 Ensequence Inc. Method and system automatic control of graphical computer application appearance and execution
US6752396B2 (en) 2002-07-24 2004-06-22 Tommy R. Smith Method and system for playing trivia games
JP2005534368A (en) 2002-07-31 2005-11-17 ブルーストリーク テクノロジー インコーポレイテッド System and method for games based on video on demand
US7130397B2 (en) 2002-08-05 2006-10-31 Alcatel Apparatus, and an associated method, for detecting a mass call event and for ameliorating the effects thereof
US20040128319A1 (en) 2002-08-08 2004-07-01 Versaly Games, Inc. System and method for automatically finding gaming partners based on pre-established criteria
US8272020B2 (en) 2002-08-17 2012-09-18 Disney Enterprises, Inc. System for the delivery and dynamic presentation of large media assets over bandwidth constrained networks
US7169050B1 (en) 2002-08-28 2007-01-30 Matthew George Tyler Online gaming cheating prevention system and method
US7001279B1 (en) 2002-08-30 2006-02-21 Interactive Sports Holdings, Inc. Systems and methods for providing multiple user support for shared user equipment in a fantasy sports contest application
US8538563B1 (en) 2002-08-30 2013-09-17 United Video Properties, Inc. Systems and methods for providing fantasy sports contests with wagering opportunities
JP4368098B2 (en) 2002-08-30 2009-11-18 富士通株式会社 Mobile terminal and application program
US8028315B1 (en) 2002-08-30 2011-09-27 United Video Properties, Inc. Systems and methods for using an interactive television program guide to access fantasy sports contests
US7614944B1 (en) 2002-08-30 2009-11-10 Interactive Sports Holdings, Inc. Systems and methods for providing multi-level fantasy sports contests in fantasy sports contest applications
US8176518B1 (en) 2002-08-30 2012-05-08 Rovi Technologies Corporation Systems and methods for providing fantasy sports contests based on subevents
US7461067B2 (en) 2002-09-13 2008-12-02 Motricity, Inc. System for supporting production, management and delivery of media content for wireless devices
US8181205B2 (en) 2002-09-24 2012-05-15 Russ Samuel H PVR channel and PVR IPG information
FR2845555A1 (en) 2002-10-07 2004-04-09 Thomson Licensing Sa INTERACTIVE TELEVISION RECEIVING AND BROADCASTING METHODS AND ASSOCIATED DEVICES
US7881658B2 (en) 2002-10-10 2011-02-01 Znl Enterprises, Llc Method and apparatus for entertainment and information services delivered via mobile telecommunication devices
US7900229B2 (en) 2002-10-15 2011-03-01 Opentv, Inc. Convergence of interactive television and wireless technologies
AU2002952173A0 (en) 2002-10-18 2002-10-31 Nine Network Australia Pty Limited Mobile television reminder alert
US8634030B2 (en) 2002-10-25 2014-01-21 Disney Enterprises, Inc. Streaming of digital data to a portable device
US20040088729A1 (en) 2002-10-30 2004-05-06 Imagic Tv Inc. Ratings based television guide
US7035626B1 (en) 2002-11-14 2006-04-25 Sierra Design Group Remote gaming using cell phones with location and identity restrictions
US6993347B2 (en) 2002-12-17 2006-01-31 International Business Machines Corporation Dynamic media interleaving
US7426539B2 (en) 2003-01-09 2008-09-16 Sony Computer Entertainment America Inc. Dynamic bandwidth control
US7716715B2 (en) 2003-01-10 2010-05-11 Shaobo Kuang Interactive media system
US7657223B2 (en) 2003-02-04 2010-02-02 Nokia Siemens Networks Oy Provision of content to mobile users
US20040158855A1 (en) 2003-02-10 2004-08-12 Yihong Gu Systems and applications for delivering multimedia contents and programs to interact with communication devices and display devices
US20070013547A1 (en) 2003-02-14 2007-01-18 Boaz Jon A Automated meter reading system, communication and control network from automated meter reading, meter data collector, and associated methods
WO2004073812A2 (en) 2003-02-19 2004-09-02 Lewis Barton Mobile gaming system and method
US7016688B2 (en) 2003-02-24 2006-03-21 Qualcomm, Incorporated Forward link repeater delay watermarking system
US7158798B2 (en) 2003-02-28 2007-01-02 Lucent Technologies Inc. Location-based ad-hoc game services
US8025571B2 (en) * 2003-03-01 2011-09-27 The Directv Group, Inc. Television interactive gaming having local storage of game portal
US7347778B2 (en) 2003-03-03 2008-03-25 Wms Gaming Inc. Gaming machine system having automatic reporting feature
GB2399189B (en) 2003-03-05 2006-07-19 Quazal Technologies Inc Coherent data sharing
US7487460B2 (en) 2003-03-21 2009-02-03 Microsoft Corporation Interface for presenting data representations in a screen-area inset
US8353763B2 (en) 2003-03-31 2013-01-15 Cantor Index, Llc System and method for betting on a participant in a group of events
US7233922B2 (en) 2003-04-02 2007-06-19 Cantor Index Llc System and method for wagering-based transferable financial instruments
US7341517B2 (en) 2003-04-10 2008-03-11 Cantor Index, Llc Real-time interactive wagering on event outcomes
US7634569B2 (en) 2003-04-23 2009-12-15 Microsoft Corporation Match making based on proximity measures between devices
US20040224750A1 (en) 2003-05-09 2004-11-11 Al-Ziyoud Aiman H. Lottery system and method with real-time progressive jackpot
US7430187B2 (en) 2003-05-15 2008-09-30 At&T Intellectual Property I, Lp Methods, systems, and computer program products for providing different quality of service/bandwidth allocation to different susbscribers for interactive gaming
US7288027B2 (en) 2003-05-28 2007-10-30 Microsoft Corporation Cheater detection in a multi-player gaming environment
US7941482B2 (en) 2003-06-04 2011-05-10 Sony Computer Entertainment Inc. System and method for managing performance between multiple peers in a peer-to-peer environment
US7674170B2 (en) 2003-06-25 2010-03-09 Odom James M Method of lottery wagering on a real world phased competition
WO2005008428A2 (en) * 2003-07-11 2005-01-27 The Edugaming Corporation Method and system for dynamically leveling game play in electronic gaming environments
ATE373389T1 (en) 2003-07-25 2007-09-15 Koninkl Philips Electronics Nv METHOD AND DEVICE FOR GENERATING AND DETECTING FINGERPRINTS FOR SYNCHRONIZING AUDIO AND VIDEO
US7702723B2 (en) 2003-08-01 2010-04-20 Turbine, Inc. Efficient method for providing game content to a client
US7517282B1 (en) 2003-08-04 2009-04-14 Microsoft Corporation Methods and systems for monitoring a game to determine a player-exploitable game condition
US7085552B2 (en) 2003-08-18 2006-08-01 Motricity, Inc. Dispatcher for wireless device applications
US8591338B2 (en) 2003-08-18 2013-11-26 Igt System and method for permitting a tournament game on different computing platforms
JP2005073145A (en) 2003-08-27 2005-03-17 Nec Corp Television broadcast recording and reproducing system using mobile information terminal
GB0320618D0 (en) 2003-09-03 2003-10-01 Koninkl Philips Electronics Nv Monitoring of a broadcast signal
US20050060219A1 (en) 2003-09-16 2005-03-17 Franz Deitering Analytical survey system
US7598842B2 (en) 2003-10-09 2009-10-06 Symbol Technologies, Inc. Secure mobile device and allocation system
JP2005115781A (en) 2003-10-09 2005-04-28 Mobile Hoso Kk Software providing method and system, terminal, and software acquisition method
EP1524617A1 (en) 2003-10-17 2005-04-20 Swisscom Mobile AG Method and system for playing with a game terminal connected to a mobile network
US7389144B1 (en) 2003-11-07 2008-06-17 Flint Hills Scientific Llc Medical device failure detection and warning system
JP3686415B2 (en) 2003-11-10 2005-08-24 コナミ株式会社 GAME DEVICE, GAME METHOD, AND GAME PROGRAM
US8286203B2 (en) 2003-12-19 2012-10-09 At&T Intellectual Property I, L.P. System and method for enhanced hot key delivery
US7543052B1 (en) 2003-12-22 2009-06-02 Packeteer, Inc. Automatic network traffic discovery and classification mechanism including dynamic discovery thresholds
FI118309B (en) 2003-12-29 2007-09-28 Innoka Oy Procedure and arrangement for real-time tipping with offline terminal
US20050144102A1 (en) 2003-12-30 2005-06-30 Johnson Oliver A. Market visualisation tool
KR100555715B1 (en) 2004-01-14 2006-03-03 삼성전자주식회사 Network game system having a game channel and a method thereof
WO2005067393A2 (en) 2004-01-20 2005-07-28 Yaron Reich Location based nowcasted advertising
US20060160597A1 (en) 2004-01-27 2006-07-20 Wright Robert J System and method for providing a contest-based game
US9098883B2 (en) 2004-02-03 2015-08-04 Cantor Index, Llc Managing bets that select events and participants
US8092303B2 (en) 2004-02-25 2012-01-10 Cfph, Llc System and method for convenience gaming
US20070060358A1 (en) 2005-08-10 2007-03-15 Amaitis Lee M System and method for wireless gaming with location determination
US7811172B2 (en) 2005-10-21 2010-10-12 Cfph, Llc System and method for wireless lottery
US7534169B2 (en) 2005-07-08 2009-05-19 Cfph, Llc System and method for wireless gaming system with user profiles
US7347781B2 (en) 2004-03-03 2008-03-25 Motorola, Inc. Method and system for reality gaming on wireless devices
US7711628B2 (en) 2004-03-05 2010-05-04 Cantor Index Llc System and method for offering intraday wagering in a financial market environment
US8128474B2 (en) 2004-03-05 2012-03-06 Cantor Index, Llc Computer graphics processing methods and systems for presentation of graphics objects or text in a wagering environment
US7835961B2 (en) 2004-03-05 2010-11-16 Cantor Index Llc System and method for wagering in a financial market environment
US20050197938A1 (en) 2004-03-05 2005-09-08 Cantor Index Llc System and method for determining odds for wagering in a financial market environment
JP4295644B2 (en) 2004-03-08 2009-07-15 京セラ株式会社 Mobile terminal, broadcast recording / playback method for mobile terminal, and broadcast recording / playback program
US8407752B2 (en) 2004-03-18 2013-03-26 Digimarc Corporation Synchronizing broadcast content with corresponding network content
US20080248865A1 (en) 2004-04-07 2008-10-09 Walker Digital, Llc Method And Apparatus For Facilitating Usage Of A Supplemental Ticket At A Gaming Device
US7555531B2 (en) 2004-04-15 2009-06-30 Microsoft Corporation Efficient algorithm and protocol for remote differential compression
FI20040577A0 (en) 2004-04-23 2004-04-23 Nokia Corp Ways to provide information about the resource in a telecommunications system
US20050239551A1 (en) 2004-04-26 2005-10-27 Scott Griswold System and method for providing interactive games
US8572280B2 (en) 2004-05-06 2013-10-29 Valve Corporation Method and system for serialization of hierarchically defined objects
US20050273804A1 (en) 2004-05-12 2005-12-08 Showtime Networks Inc. Animated interactive polling system, method, and computer program product
US20050255901A1 (en) 2004-05-14 2005-11-17 Kreutzer Richard W Method and apparatus for testing players' knowledge of artistic works
KR20050114556A (en) 2004-06-01 2005-12-06 삼성전자주식회사 Apparatus and method of setting up talk session in ptt service providing system
TWI267012B (en) 2004-06-03 2006-11-21 Univ Nat Cheng Kung Quality prognostics system and method for manufacturing processes
US8376855B2 (en) 2004-06-28 2013-02-19 Winview, Inc. Methods and apparatus for distributed gaming over a mobile device
US8870639B2 (en) 2004-06-28 2014-10-28 Winview, Inc. Methods and apparatus for distributed gaming over a mobile device
WO2006001481A1 (en) 2004-06-29 2006-01-05 Kyocera Corporation Digital broadcast receiving apparatus
KR20070083392A (en) 2004-06-30 2007-08-24 코닌클리케 필립스 일렉트로닉스 엔.브이. Supporting user navigation through commercials
EP1805725A1 (en) 2004-07-09 2007-07-11 Jetbet Oy Method for gaming and gaming system
US10226698B1 (en) 2004-07-14 2019-03-12 Winview, Inc. Game of skill played by remote participants utilizing wireless devices in connection with a common game event
KR100605906B1 (en) 2004-08-02 2006-08-01 삼성전자주식회사 Digital bradcasting system for using digital broadcasting signal having a information of position and method thereof
JP3873075B2 (en) 2004-08-30 2007-01-24 株式会社スクウェア・エニックス Pseudo network game system, server device and game device, game progression method, and program
US8109827B2 (en) 2004-09-07 2012-02-07 Gtech Rhode Island Corporation Multivendor progressive gaming system
US7379705B1 (en) 2004-09-08 2008-05-27 Cellco Partnership Mobile station randomizing of message transmission timing to mitigate mass message event
US7430718B2 (en) 2004-09-09 2008-09-30 Ensequence, Inc. Configurable interface for template completion
US20060135253A1 (en) 2004-09-10 2006-06-22 Jeffrey George Gaming system and method for providing entry to a contest
US7458894B2 (en) 2004-09-15 2008-12-02 Microsoft Corporation Online gaming spectator system
CA2580615C (en) 2004-09-20 2014-02-18 Camiant, Inc. Method for dynamic rate adaptation based on selective passive network monitoring
US20060063590A1 (en) 2004-09-21 2006-03-23 Paul Abassi Mechanism to control game usage on user devices
US8353750B2 (en) 2004-09-23 2013-01-15 Patchen Jeffery Allen Response game systems and method
US7144011B2 (en) 2004-10-12 2006-12-05 Cantor Index Llc System and method for providing a blackjack game having additional options for a player
WO2006039874A1 (en) 2004-10-14 2006-04-20 Rob Rijsenbrij Method and device for managing a prize draw
US7986846B2 (en) 2004-10-26 2011-07-26 Samsung Electronics Co., Ltd Apparatus and method for processing an image signal in a digital broadcast receiver
CN101027862B (en) 2004-10-29 2011-06-08 美国博通公司 Hierarchical flow-level multi-channel communication
KR100585785B1 (en) 2004-11-22 2006-06-07 엘지전자 주식회사 A method and a apparatus of multitask on dmb receiving state for mobile phone
US7486943B2 (en) 2004-12-15 2009-02-03 Mlb Advanced Media, L.P. System and method for verifying access based on a determined geographic location of a subscriber of a service provided via a computer network
US7828661B1 (en) 2004-12-21 2010-11-09 Aol Inc. Electronic invitations for an on-line game
US8355510B2 (en) 2004-12-30 2013-01-15 Harman International Industries, Incorporated Reduced latency low frequency equalization system
US7768388B2 (en) 2005-01-05 2010-08-03 Rovi Solutions Corporation Methods and apparatus for providing notifications in a media system
US8396001B2 (en) 2005-02-03 2013-03-12 The Invention Science Fund I, Llc Interactive queued mapping method and system
US20060183547A1 (en) 2005-02-11 2006-08-17 Mcmonigle Mace Fantasy sports television programming systems and methods
US20060183548A1 (en) 2005-02-15 2006-08-17 Assistant Gm, Llc System and method for predicting performance of fantasy athletes
US7584496B2 (en) 2005-02-22 2009-09-01 Arcom Digital, Llc Method and apparatus for pinpointing common path distortion
US7942735B2 (en) 2005-03-14 2011-05-17 United Tote Company Methods and systems for conducting live pool and competitive wagering activities
JP4891898B2 (en) 2005-03-22 2012-03-07 パナソニック株式会社 Stream data recording apparatus, stream data recording / reproducing apparatus, stream data reproducing apparatus, stream data editing apparatus, stream recording method, and stream reproducing method
US20060217198A1 (en) * 2005-03-28 2006-09-28 Johnson Thor C Onsite fantasy sports game using onsite and network-based data collection and processing
US7860993B2 (en) 2005-03-30 2010-12-28 Yahoo! Inc. Streaming media content delivery system and method for delivering streaming content
US7669219B2 (en) 2005-04-15 2010-02-23 Microsoft Corporation Synchronized media experience
US7930723B2 (en) 2005-04-28 2011-04-19 Microsoft Corporation Downloading previously aired programs using peer-to-peer networking
US7699707B2 (en) 2005-05-09 2010-04-20 Hotbox Sports Llc Fantasy sports system and method thereof
US7760347B2 (en) 2005-05-13 2010-07-20 Applied Materials, Inc. Design-based method for grouping systematic defects in lithography pattern writing system
US20060256865A1 (en) 2005-05-16 2006-11-16 Ensequence, Inc. Flexible use of MPEG encoded images
US20060256868A1 (en) 2005-05-16 2006-11-16 Ensequence, Inc. Methods and systems for repositioning mpeg image content without recoding
US7460037B2 (en) 2005-05-16 2008-12-02 Ensequence, Inc. Method and apparatus for replacing a portion of a first digital signal with a second digital signal
US20060285586A1 (en) 2005-05-16 2006-12-21 Ensequence, Inc. Methods and systems for achieving transition effects with MPEG-encoded picture content
JP2008547122A (en) 2005-06-20 2008-12-25 エアプレイ ネットワーク インコーポレイテッド Service providing method, data receiving method, data providing system, client device, and server device
US10721543B2 (en) 2005-06-20 2020-07-21 Winview, Inc. Method of and system for managing client resources and assets for activities on computing devices
US7494410B2 (en) 2005-07-20 2009-02-24 Duplicate (2007) Inc. System and method for skill based games of chance
US8708789B2 (en) 2005-07-26 2014-04-29 Cantor Index, Llc Conducting a jackpot race event
US20070028272A1 (en) 2005-08-01 2007-02-01 Airplay Network, Inc. Live television show utilizing real-time input from a viewing audience
US8052526B2 (en) 2005-09-09 2011-11-08 Igt Method and apparatus for peer-to-peer wagering game
US7925756B1 (en) 2005-09-30 2011-04-12 Packeteer, Inc. Partition configuration and creation mechanisms for network traffic management devices
US8705195B2 (en) 2006-04-12 2014-04-22 Winview, Inc. Synchronized gaming and programming
US8149530B1 (en) 2006-04-12 2012-04-03 Winview, Inc. Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
US9511287B2 (en) 2005-10-03 2016-12-06 Winview, Inc. Cellular phone games based upon television archives
US9919210B2 (en) 2005-10-03 2018-03-20 Winview, Inc. Synchronized gaming and programming
CA2624374A1 (en) 2005-10-07 2007-04-19 Nokia Corporation Method and arrangement for provided a notification of a change in a service
GB2431067B (en) 2005-10-07 2008-05-07 Cramer Systems Ltd Telecommunications service management
US20080288600A1 (en) 2005-10-18 2008-11-20 Clark Christopher M Apparatus and method for providing access to associated data related to primary media data via email
US7941804B1 (en) 2005-10-31 2011-05-10 Hewlett-Packard Development Company, L.P. Allocating resources among tiered partitions of different types
US8849821B2 (en) 2005-11-04 2014-09-30 Nokia Corporation Scalable visual search system simplifying access to network and device functionality
US9113107B2 (en) 2005-11-08 2015-08-18 Rovi Guides, Inc. Interactive advertising and program promotion in an interactive television system
US7697861B2 (en) 2005-12-28 2010-04-13 Ricoh Company, Limited Printing apparatus and image forming apparatus
US8002618B1 (en) 2006-01-10 2011-08-23 Winview, Inc. Method of and system for conducting multiple contests of skill with a single performance
US9056251B2 (en) 2006-01-10 2015-06-16 Winview, Inc. Method of and system for conducting multiple contests of skill with a single performance
US10556183B2 (en) 2006-01-10 2020-02-11 Winview, Inc. Method of and system for conducting multiple contest of skill with a single performance
WO2007098105A2 (en) 2006-02-21 2007-08-30 Topcoder, Inc. Internet contest
US20070243936A1 (en) 2006-03-06 2007-10-18 Cbs Corporation Interactive tournament contest
US20070219856A1 (en) 2006-03-14 2007-09-20 Comcast Cable Holdings, Llc Method and system of recommending television programs
US20070238525A1 (en) 2006-03-30 2007-10-11 Nokia Corporation Method, apparatus, system and computer program product for event triggered games
US7610330B1 (en) 2006-03-30 2009-10-27 Packeteer, Inc. Multi-dimensional computation distribution in a packet processing device having multiple processing architecture
US7818264B2 (en) 2006-06-19 2010-10-19 Visa U.S.A. Inc. Track data encryption
US11082746B2 (en) 2006-04-12 2021-08-03 Winview, Inc. Synchronized gaming and programming
US8224696B2 (en) 2006-04-17 2012-07-17 Yahoo! Inc. Automated reward management for network-based contests
US20070244570A1 (en) 2006-04-17 2007-10-18 900Seconds, Inc. Network-based contest creation
US20070244585A1 (en) 2006-04-17 2007-10-18 900Seconds, Inc. Automated administration of network-based contests
JP4064430B2 (en) 2006-07-26 2008-03-19 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME TERMINAL, AND SERVER DEVICE
US20080076497A1 (en) 2006-08-24 2008-03-27 Jamie Jonathan Kiskis Method and system for online prediction-based entertainment
US8246433B2 (en) 2006-08-25 2012-08-21 Alma Mater Sports, Llc Team based fantasy sport contest
WO2008027811A2 (en) 2006-08-26 2008-03-06 Walter Kelly System and method for measuring the performance of a player
US8758109B2 (en) 2008-08-20 2014-06-24 Cfph, Llc Game of chance systems and methods
EP2086659A4 (en) 2006-10-15 2012-12-26 Videob Holdings Ltd Method and apparatus for online gaming on terminals
US8045700B2 (en) 2006-10-25 2011-10-25 At&T Intellectual Property I, L.P. System and method of providing voice communication
US9306952B2 (en) 2006-10-26 2016-04-05 Cfph, Llc System and method for wireless gaming with location determination
US20080128986A1 (en) 2006-12-05 2008-06-05 Morris Douglas P Syllabic roulette game with solmization, and method
US8545301B2 (en) 2007-01-17 2013-10-01 Gary Stephen Shuster Remote card game with duplicate hands
US8771058B2 (en) 2007-02-15 2014-07-08 Cfph, Llc Zone dependent payout percentage
WO2008115858A1 (en) 2007-03-16 2008-09-25 Poplio, Inc. Location-based multiplayer gaming platform
US10325447B2 (en) 2015-09-05 2019-06-18 Sean Malek System and method of conducting games of chance as a proxy or basis for another player
US8510205B2 (en) 2007-04-26 2013-08-13 Marketmaker Software Limited Exchange for derivative products contingent on odds-based markets
US8634943B2 (en) 2007-05-02 2014-01-21 Bleacher League Entertainment Inc. Interactive sports-themed game
US7909332B2 (en) 2007-05-02 2011-03-22 Bleacher League Entertainment, Inc. Interactive sports-themed game
US7954821B2 (en) 2007-06-19 2011-06-07 Reabe Jr Gordon F World cup of blackjack
US8600415B2 (en) 2007-06-25 2013-12-03 Mcore International, Inc. System and method for distributing advertisements to third-party SMS content providers
US8006314B2 (en) 2007-07-27 2011-08-23 Audible Magic Corporation System for identifying content of digital data
US9076303B1 (en) 2007-08-08 2015-07-07 Amazon Technologies, Inc. Implementing contests in social networks
US8813112B1 (en) 2007-10-23 2014-08-19 Winview, Inc. Method of and apparatus for utilizing SMS while running an application on a mobile device controlling a viewer's participation with a broadcast
WO2009086489A1 (en) 2007-12-27 2009-07-09 Wms Gaming, Inc. Group games and rewards in wagering systems
US9833690B2 (en) 2008-01-17 2017-12-05 Cfph, Llc Game with interim betting
JP4610647B2 (en) 2008-02-28 2011-01-12 株式会社コナミデジタルエンタテインメント NETWORK GAME SYSTEM, NETWORK GAME PROGRAM, NETWORK GAME DEVICE, AND NETWORK GAME CONTROL METHOD
US8425310B2 (en) 2008-04-18 2013-04-23 Konami Gaming, Inc. System and method for tracking patrons non-gaming casino spend
WO2010009349A1 (en) 2008-07-18 2010-01-21 Wms Gaming, Inc. Communicating wagering game information using mesh networks
KR20110081854A (en) 2008-10-17 2011-07-14 버전스 엔터테인먼트 엘엘씨, 어 캘리포니아 리미티드 라이어빌러티 컴퍼니 Network-based contests having multiple participating sponsors
US8503300B2 (en) 2008-10-17 2013-08-06 Verizon Patent And Licensing Inc. Efficient messaging over internet protocol
US9716918B1 (en) 2008-11-10 2017-07-25 Winview, Inc. Interactive advertising system
US8382572B2 (en) 2008-11-13 2013-02-26 Igt Gaming system and method for providing a community bonus event
US8192260B2 (en) 2008-12-02 2012-06-05 Sports Draft Daily, Llc Method and system for a fantasy sports draft game
US8360843B2 (en) 2009-01-15 2013-01-29 Wms Gaming, Inc. Presenting network-wide events in network wagering venue
US20100203936A1 (en) 2009-01-21 2010-08-12 Open Sports Network, Inc. Method and system for administering a fantasy game
US8147373B2 (en) 2009-05-01 2012-04-03 Ford Global Technologies, Llc Control of a dry, dual-clutch transmission during an engine restart of a hybrid electric vehicle
WO2011003086A1 (en) 2009-07-02 2011-01-06 Herrmann Mark E System and method for increasing player participation
US20110053681A1 (en) 2009-08-28 2011-03-03 Justin Edward Goldman System and Method for Fantasy Sports Gambling
JP5709096B2 (en) 2009-11-18 2015-04-30 Smc株式会社 Pipe fitting
US8556705B2 (en) 2009-11-23 2013-10-15 Robert G. Gingher System and method for substantially removing chance from a word game comprising chance and skill
US8858313B1 (en) 2010-01-25 2014-10-14 Topspin Networks, Inc. Methods, systems, and devices for synchronized parallel gameplay
US8632392B2 (en) 2010-08-20 2014-01-21 Micro-Gaming Ventures, LLC Systems and methods for enabling remote device users to wager on micro events of games in a data network accessible gaming environment
US8651957B2 (en) 2010-08-27 2014-02-18 Paddy Power Plc System and method for fantasy sports gambling
US20120264496A1 (en) 2011-04-18 2012-10-18 Paul Behrman SkillBet™ Method, System, and Computer Program Product for Online Gaming
AU2012202623B2 (en) 2011-05-06 2014-05-15 Wms Gaming, Inc. Game of chance utilizing social network contact attributes
US8849225B1 (en) 2011-05-19 2014-09-30 Rangecast Technologies, Llc Channel monitoring with plural frequency agile receivers
US9339727B2 (en) 2011-06-15 2016-05-17 Microsoft Technology Licensing, Llc Position-based decision to provide service
US8814664B2 (en) 2012-06-06 2014-08-26 Cfph, Llc Method and apparatus for challenge-based gaming using points and/or money
WO2014074392A1 (en) 2012-11-08 2014-05-15 Gamblit Gaming, Llc A gambling hybrid game including a fantasy sports game as an entertainment game
US20140378212A1 (en) 2013-01-30 2014-12-25 Thomas William Sims Systems and methods for creating advertising content and promotions through online contests
US9881337B2 (en) 2013-02-22 2018-01-30 Cantor Futures Exchange, L.P. Systems and methods for providing seamless transitions between graphical images on a binary options interface
US20140279439A1 (en) 2013-03-12 2014-09-18 Wendell Brown Method and apparatus for configuring a transaction to adhere to jurisdiction-dependent regulations
GB201410044D0 (en) 2014-06-05 2014-07-16 Osibodu Olagoke A game system
US20160023116A1 (en) 2014-07-03 2016-01-28 Spitfire Technologies, Llc Electronically mediated reaction game
US20160217653A1 (en) 2015-01-23 2016-07-28 David M. Beyer Sports betting model
US10943435B2 (en) 2015-03-09 2021-03-09 Sportsmedia Technology Corporation Systems and methods for providing secure data for wagering for live sports events
US9943766B2 (en) 2015-03-17 2018-04-17 Michael Brian Balsbaugh Systems and methods for competitive skill-based fantasy sports
US10220321B2 (en) 2015-06-02 2019-03-05 Fantech Software Inc. Systems and methods for conducting fantasy contests
US9984535B2 (en) 2015-10-01 2018-05-29 James M. Odom Method and system for providing fantasy competitions
US10569180B2 (en) 2015-11-06 2020-02-25 Sportal Systems, LLC Visually representing virtual fantasy sports contests
US10360767B2 (en) 2015-11-19 2019-07-23 SBC Nevada, LLC System for placing wagers on sporting events and method of operating same
US10210703B2 (en) 2016-02-24 2019-02-19 Uplay1 Multi-jurisdictional odds and risk management system
US20170345260A1 (en) 2016-05-26 2017-11-30 Spina Technology Ltd. Systems and methods for video game competition wagering
US10248290B2 (en) 2016-06-14 2019-04-02 Philip Galfond Fantasy sports simulation game system and method
US11551529B2 (en) 2016-07-20 2023-01-10 Winview, Inc. Method of generating separate contests of skill or chance from two independent events
US10198910B2 (en) 2016-12-19 2019-02-05 Theodoros Theodosopoulos Tournament style in-play sports betting with real time leaderboard tracking
AU2018215460A1 (en) 2017-02-03 2019-09-19 Taunt Inc. System and method for synchronizing and predicting game data from game video and audio data

Also Published As

Publication number Publication date
US20190168114A1 (en) 2019-06-06
US11786813B2 (en) 2023-10-17
US10933319B2 (en) 2021-03-02
US10226698B1 (en) 2019-03-12
US20210146238A1 (en) 2021-05-20

Similar Documents

Publication Publication Date Title
US11786813B2 (en) Game of skill played by remote participants utilizing wireless devices in connection with a common game event
US11400379B2 (en) Methods and apparatus for distributed gaming over a mobile device
US11654368B2 (en) Methods and apparatus for distributed gaming over a mobile device
US8176518B1 (en) Systems and methods for providing fantasy sports contests based on subevents
US20020142842A1 (en) Console-based system and method for providing multi-player interactive game functionality for use with interactive games
US20030220143A1 (en) On-line gaming spectator
US20070243936A1 (en) Interactive tournament contest
JP6218139B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, AND PROGRAM
US20230290227A1 (en) Tournament application system and method of participation / operation thereof
JP2014042759A (en) Game management device, game system, and method and program for game management
AU2002306932B2 (en) Console-based system and method for providing multi-player interactive game functionality for use with interactive games
AU2002306932A1 (en) Console-based system and method for providing multi-player interactive game functionality for use with interactive games

Legal Events

Date Code Title Description
AS Assignment

Owner name: WINVIEW IP HOLDINGS, LLC, NORTH CAROLINA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:WINVIEW, INC.;REEL/FRAME:065083/0209

Effective date: 20230914

Owner name: WINVIEW, INC., CALIFORNIA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:AIRPLAY NETWORK, INC.;REEL/FRAME:065083/0201

Effective date: 20091104

Owner name: AIRPLAY NETWORK, INC., CALIFORNIA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:LOCKTON, DAVID B.;BERNER, MARK K.;MICHELI, MARK J.;SIGNING DATES FROM 20051208 TO 20051209;REEL/FRAME:065083/0197

STPP Information on status: patent application and granting procedure in general

Free format text: DOCKETED NEW CASE - READY FOR EXAMINATION