WO2001039854A1 - Procede et systeme pour faciliter un jeu - Google Patents

Procede et systeme pour faciliter un jeu Download PDF

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Publication number
WO2001039854A1
WO2001039854A1 PCT/IB2000/001768 IB0001768W WO0139854A1 WO 2001039854 A1 WO2001039854 A1 WO 2001039854A1 IB 0001768 W IB0001768 W IB 0001768W WO 0139854 A1 WO0139854 A1 WO 0139854A1
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WO
WIPO (PCT)
Prior art keywords
game
question
answers
game player
answer
Prior art date
Application number
PCT/IB2000/001768
Other languages
English (en)
Inventor
Raymond Lawrence Val-Jean Merton
Original Assignee
Secure Electronic Commerce (Proprietary) Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Secure Electronic Commerce (Proprietary) Limited filed Critical Secure Electronic Commerce (Proprietary) Limited
Priority to EP00987585A priority Critical patent/EP1263514A1/fr
Priority to AU23886/01A priority patent/AU2388601A/en
Publication of WO2001039854A1 publication Critical patent/WO2001039854A1/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/04Payment circuits
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/08Payment architectures
    • G06Q20/12Payment architectures specially adapted for electronic shopping systems
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/30Payment architectures, schemes or protocols characterised by the use of specific devices or networks
    • G06Q20/32Payment architectures, schemes or protocols characterised by the use of specific devices or networks using wireless devices
    • G06Q20/322Aspects of commerce using mobile devices [M-devices]
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/38Payment protocols; Details thereof
    • G06Q20/42Confirmation, e.g. check or permission by the legal debtor of payment
    • G06Q20/425Confirmation, e.g. check or permission by the legal debtor of payment using two different networks, one for transaction and one for security confirmation
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/409Data transfer via television network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers

Definitions

  • THIS invention relates to a method and system for facilitating the playing of a game.
  • the method may further comprise the step of recording the time at which the message from the game player is received at the server.
  • points are allocated to the game player depending on the answer selected and the amount of time taken to select the correct answer.
  • the question and answers may be provided to the game player over a television network to at least one television receiver.
  • the question and answers may be provided to the game player over a computer network to at least one computer.
  • the question and answers may be provided to the game player over a mobile communications network as WAP, SMS or USSD (Unstructured Supplementary Services Data) messages to at least one mobile phone.
  • WAP Wireless Fidelity
  • SMS Short Term Evolution
  • USSD Unstructured Supplementary Services Data
  • the question and answers may be provided to the game player over a radio network to at least one radio receiver.
  • the question and answers may be provided to the game player over a magazine or other print media network.
  • the method preferably further comprises the step of identifying a mobile telephone account of the game player and debiting the telephone account of the game player for a predetermined amount to allow the participant to play the game.
  • the winner of a game may be notified by way of an SMS, WAP or USSD message sent to a mobile telephone of the winner.
  • the winner of a game is awarded a prize
  • the winner is preferably required to dial a predetermined number and enter a PIN code which they will have to use to identify themselves in order to receive the prize.
  • the prize is then collected from a predetermined location where the game winner presents their mobile telephone from which the winning answer or answers were entered and uses the mobile telephone to dial a predetermined number and enter said PIN number before they are given the prize.
  • a system for facilitating the playing of a game comprising:
  • a communications module for communicating with a telecommunications network
  • a memory device having a plurality of game questions and their answers stored thereon;
  • a processor adapted to receive a plurality of telephone calls from game players in response to a disseminated game question, wherein each one of the answers to the broadcast game question has a different telephone number associated therewith and wherein the processor is adapted to recognise which number each of the game players has dialled and thereby to determine which answer to the question they have selected.
  • the processor is further adapted to record the time of receipt of the telephone calls from the game players.
  • the processor may be further adapted to control the broadcasting of questions via a broadcast medium.
  • the processor may also be further adapted to allocate a valid time period to a question within which answers received from game players will be valid.
  • the processor is further adapted to determine which game player has answered the question correctly within the shortest amount of time, and to allocate points to the game player.
  • the processor may then store the points allocated to game players, and add up the total points for each game player for a question or a plurality of questions, which question or plurality of questions comprise a game, after which the processor allocates a reward to the game player with the highest total number of points at the end of the game.
  • Figure 1 is a schematic drawing of a first embodiment of the system of the present invention
  • Figure 2 is a flow chart illustrating the game flow
  • Figure 3 is a schematic drawing of a second embodiment of the system of the present invention.
  • FIG. 4 is a schematic drawing of the design of the server of the system of the present invention. DESCRIPTION OF EMBODIMENTS
  • the present invention provides a method of and system for facilitating the playing of an interactive trivia game.
  • the system of the present invention includes a mobile station 10 in the form of a mobile telephone which a game player uses to connect to a server 16 via a mobile telephone communications network 12. It will be appreciated that in practice, a plurality of mobile stations 10 will be used simultaneously by a plurality of different users.
  • the server 16 is located at the site of a game administrator 1 .
  • a broadcasting station 18 transmits a signal containing the gaming data using an antenna 20.
  • FIG. 2 illustrates the flow of the game according to the present invention.
  • the game preparation starts with the building of a gaming profile which comprises the game contents and format.
  • the format includes the quantity of advertisements, any additional information screens and the layout of the questions.
  • the advertising content and question contents are then prepared, with the questions being prepared by authorised question writers.
  • the questions prepared are stored in an encrypted database, and the questions for a particular game are randomly selected from these encrypted questions.
  • the game is now ready for delivery using the communication network 12.
  • the broadcast medium illustrated in Figure 1 is a television network, it will be appreciated that the questions could equally be disseminated via a computer network, for example, the Internet, via radio, or via any other suitable broadcast medium.
  • the questions may be disseminated via a mobile communications network or via a print network, such as being published in a magazine or newspaper, for example.
  • the game content is typically delivered either via satellite using the vertical blanking interval in the television signal or equivalent data casting mechanism, or via a standard television signal.
  • a person wishing to take part in the game receives the signal using either a terrestrial aerial or a digital satellite TV decoder, depending on how the signal is broadcast.
  • the game is then displayed on a television screen or on a personal computer with a vertical blanking interface card or an equivalent data casting interface card.
  • the signal may also contain a synchronised time indicator for the different user computer clocks, so that each user has an equal amount of time to play the game.
  • the game consists of a single question or series of questions which are shown to the game players together with a plurality of answers, one of which is correct.
  • Each answer has a different telephone number allocated to it which is broadcast together with the answers. These could be, for example, a telephone number with the last digit changing depending on the answer selected. For example, the question could be "What is the name of a fun, interactive and rewarding game?" and the answers could be "(1 ) golf, (2) rugby and (3) PlayTime". The number the game player will be provided with is 1902X. In order to select playtime as their answer, a game player dials 19023.
  • the telephone communications network 12 routes the call to the server 16 which manages the game.
  • the server 16 extracts that part of the number relating to the user's selected answer, and allocates points to the user if the answer is correct.
  • the server 16 can also be configured to allocate more or less points depending on the time taken for the player to answer the question. Wrong answers may incur a deduction of points.
  • a player is given the opportunity of changing their answer during the allocated game time by simply redialling the correct answer.
  • the system accepts the last answer received as the final answer.
  • the correct answer is indicated to the players.
  • a game will typically comprise a number of questions on a specific subject or on general knowledge, and a number of games are typically scheduled for a particular time. However, in some cases, the game may be comprised of only one question.
  • the use of a mobile telephone 10 facilitates easy identification of the game players and ease of billing.
  • the answer to the question is entered into the mobile telephone 10, this answer is transmitted to the server 16 together with the identity of the mobile telephone 10 on which the answer was entered. This identity is typically in the form of the Mobile Subscriber ISDN (MSISDN) which is the directory number dialled to reach the mobile telephone.
  • MSISDN Mobile Subscriber ISDN
  • Players will typically be charged an amount for each answer entered which amount is charged directly to the telephone account of the player.
  • the winner of a particular game is informed by means of an SMS, WAP or USSD message which is sent to their mobile telephone 10 over the communications network 12.
  • SMS, WAP or USSD message which is sent to their mobile telephone 10 over the communications network 12.
  • the last five digits of the winner's telephone number could be broadcast and displayed to all the players of the game, for example where the game is being played via TV or radio.
  • players are given an opportunity to enter an alias to the gaming server 16 via an alternative network, for example, the Internet.
  • the player's alias is then displayed as the game winner.
  • a database (not shown) associated with the server 16 stores historical game results and leader score-boards can be broadcast during a game.
  • the database also stores the winning mobile telephone identification together with the game number, the date and time and the prize amount awarded.
  • an award is made to the winner of the game, for example a monetary award
  • the winner is required to call a short number and enter in a unique PIN which is typically the PIN used to unlock their mobile telephone but could be any PIN chosen by the winner.
  • this was implemented by having the user dial a short number, for example 9208, and appending their PIN to the short number. If their PIN was 12345, the user would therefore dial 920812345.
  • the winner will be required to phone another short number and enter in the correct PIN before the prize is awarded to them. For example, a player will dial 920912345 to claim their prize.
  • the prize may be collected from a predetermined location where the game player presents their mobile telephone from which the winning answer or answers were entered.
  • the game may have different aspects, such as a sports bar game, a lottery type game, an open time game and a home time game.
  • the game In a lottery type game, the game typically lasts one month with a different question set every day. This question is made available to the public via various communication networks, for example, the Internet, newspapers, radios and television or WAP, SMS or USSD delivery. Players are able to answer the question any time during the day using their mobile telephone 10.
  • the monthly prize money awarded is a larger amount of money, for example, in the order of R1 million. However, players will pay a premium tariff for each answer.
  • An open time game runs via an Internet Web site.
  • the Web site provides the questions to the game, and a player is able to play whenever they choose or when the game is active.
  • a home time game is delivered via satellite and television to players in their homes. It will be appreciated that a home time game could be presented by a live presenter rather than merely having the questions appear in text form on the screen. The game would thus be more entertaining, and would essentially be a Television quiz game in which almost anyone in the country could take part using their mobile telephones.
  • the invention can also be implemented using an intermediate server 24.
  • the call from the mobile telephone 10 of the game player is received at the intermediate server 24, which is typically located at the site of the mobile telephone network administrator.
  • the intermediate server 24 sends a message over a second network 26 to the server 16.
  • the server 16 is situated on a network 26, and the number dialled on the player's mobile telephone 10 comprises two parts.
  • the first part indicates to the intermediate server 24 that the telephone number dialled corresponds to the address of the game server 16 on the network 26. This will typically be the Internet Protocol (IP) address of the game server 16.
  • IP Internet Protocol
  • the second part of the number indicates the player's answer to the question currently being asked.
  • the number 190 in 083 190 101 is used to logically route the call to the site of a game administrator 14, and the last digits are used by the server 16 to determine which answer the player has selected.
  • FIG. 4 illustrates an example of the system of the present invention, particularly of the layout of the server 16
  • a communication module in the form of an Interactive Voice Response (IVR) module 30 is connected to a traffic controller module 32 which routes requests received from the IVR module 30 to one of a plurality of application server modules 36
  • the IVR server 30 is essentially the intermediate server 24 illustrated in Figure 3 If the system is not implemented using the IVR server 30, the communication module is implemented using other hardware and/or software which enables the application server modules 36 to communicate with the mobile telephone communication network 12
  • the plurality of application server modules 36 are software applications which may reside on the same or separate pieces of hardware
  • the application server modules 36 not only run the game application but also serve to control the two way communication between the IVR module 30 and a user mobile telephone, as is described in more detail in PCT patent application no PCT/I BOO/01736
  • the applications server modules 36 are set up so that one of the application server modules 36 is designated as a master server and the others are designated as slave servers
  • the master server has the added function of controlling the question start and end times and informs the other servers when to start and when to stop receiving answers for a particular question
  • the master server also controls the processing, delivery and storage of the results of a game
  • the application server modules 36 transmits game results and control commands to a satellite game server 38 via TCP/IP which in turn then broadcasts content to the game venues 34 via satellite (not shown).
  • Game content is downloaded via a TCP/IP network from the application server modules 36 to the satellite game server 38 at the satellite broadcast studio.
  • This content consists of game control and configuration files, and also of game data (such as the encrypted question database, tip messages and advertising content and media).
  • the configuration and control files are read and the game content is assembled accordingly.
  • the process of assembly is controlled by configuration files which act on a predetermined schedule.
  • the schedule determines the timing and also the sequence of events that will occur which will make up the visual aspect of the game.
  • the winner information - which includes the current league information - is downloaded via a TCP/IP network from the application server modules 36 to the satellite game server 38 at the satellite studio.
  • the data is read and screens are assembled to indicate the winner and also current league information and played out in real-time.
  • the application server modules 36 can dynamically control various aspects of the satellite game server 38 via a TCP/IP connection, in real-time. These aspects include control functions (starting, stopping and restarting the game at various points), the start times of the games, and various dynamic changes to visual content (tip messages, etc.), etc.
  • the visual output of the satellite game server 38 is fed through a scan converter which converts the video output to be compatible with the satellite broadcast equipment.
  • the games are broadcast on a pre-determined schedule which is contained in the configuration files that the application server 36, which acts as a master control server, transmits to the satellite game server 38 at the satellite broadcast studio.
  • the application server modules 36 also synchronise the time clock on the satellite game server 38 so that they are using the same time references.
  • This aspect of the system is obviously specific to satellite or TV broadcast.
  • radio the synchronisation between a pre-determined time of radio broadcast and the application server modules will operate to this pre-determined schedule. The same would apply for Print Media Competitions and WAP, SMS Question Delivery game variants.
  • an SMS server 44 is used to post SMS messages to the SMS server 46 of the telephone communications network 12, which sends the SMS message to the winning game player's mobile phone.
  • the SMS server 44 would be replaced by a WAP server.
  • the current modules route messages to one another using TCP/IP, Windows API messaging.
  • the traffic controller module 32 (or more commonly referred to as a Load Balancer) and application server modules 36 implement some internal logic that maintains a state table of available resources to use e.g. which application server module 36 to use next. Once a choice has been made, a socket connection is established with the applicable module and maintained for the duration of the activity. When the activity is finished, the socket connection is broken and is available for the next connection.
  • the secure server 40 controls the associated secure database 42 where the data is kept which relates to the gaming questions and winner's details and PIN number, for example.
  • firewalls can be put in place to protect the servers, for example, between the remote IVR 30 and the traffic controller 32.
  • the present invention provides an alternative method and system for facilitating the playing of a game.

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  • Business, Economics & Management (AREA)
  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • Accounting & Taxation (AREA)
  • Strategic Management (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
  • Finance (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Telephonic Communication Services (AREA)
  • Financial Or Insurance-Related Operations Such As Payment And Settlement (AREA)

Abstract

L'invention concerne un jeu-questionnaire interactif publié ou diffusé à l'intention du public par le biais d'un réseau de diffusion ou de publication, par exemple d'un réseau de radio ou de télévision. Le jeu-questionnaire comprend une question unique ou un certain nombre de questions dont chacune correspond à un numéro de téléphone distinct qui lui est attribuée, ledit numéro étant diffusé simultanément avec les réponses. Un joueur sélectionne une réponse en composant le numéro de téléphone associé à cette réponse. La réponse, de même que l'identification du portable du joueur, sont acheminées à destination d'un serveur d'applications. Le serveur d'applications enregistre le temps de réception de la réponse. Une fois écoulé le temps imparti pour répondre à la question affichée, le serveur d'applications détermine lequel des joueurs a mis le minimum de temps pour répondre à la question et envoie aux joueurs un message indiquant le gagnant.
PCT/IB2000/001768 1999-12-03 2000-11-29 Procede et systeme pour faciliter un jeu WO2001039854A1 (fr)

Priority Applications (2)

Application Number Priority Date Filing Date Title
EP00987585A EP1263514A1 (fr) 1999-12-03 2000-11-29 Procede et systeme pour faciliter un jeu
AU23886/01A AU2388601A (en) 1999-12-03 2000-11-29 A method and system for facilitating the playing of a game

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
ZA997483 1999-12-03
ZA99/7483 1999-12-03

Publications (1)

Publication Number Publication Date
WO2001039854A1 true WO2001039854A1 (fr) 2001-06-07

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PCT/IB2000/001768 WO2001039854A1 (fr) 1999-12-03 2000-11-29 Procede et systeme pour faciliter un jeu
PCT/IB2000/001779 WO2001041093A1 (fr) 1999-12-03 2000-12-01 Systeme et procede permettant de realiser une transaction financiere

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PCT/IB2000/001779 WO2001041093A1 (fr) 1999-12-03 2000-12-01 Systeme et procede permettant de realiser une transaction financiere

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AU (2) AU2388601A (fr)
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WO2005002699A1 (fr) * 2003-07-02 2005-01-13 Nikolai Borisovich Borodulin Systeme d'organisation et de participation relatives en rapport avec des jeux de masse a caractere lucratif ou non lucratif ainsi qu'avec des consultations populaires ou des sondages d'opinion
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AU2388601A (en) 2001-06-12
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AU1721601A (en) 2001-06-12

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