WO2007146399A2 - procédés et appareil pour faire fonctionner des jeux et des concours utilisant un système de points unique et original pour émuler de manière réaliste un jeu et des concours avec argent réel - Google Patents

procédés et appareil pour faire fonctionner des jeux et des concours utilisant un système de points unique et original pour émuler de manière réaliste un jeu et des concours avec argent réel Download PDF

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Publication number
WO2007146399A2
WO2007146399A2 PCT/US2007/013994 US2007013994W WO2007146399A2 WO 2007146399 A2 WO2007146399 A2 WO 2007146399A2 US 2007013994 W US2007013994 W US 2007013994W WO 2007146399 A2 WO2007146399 A2 WO 2007146399A2
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WIPO (PCT)
Prior art keywords
player
points
play
prize
account
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Application number
PCT/US2007/013994
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English (en)
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WO2007146399A3 (fr
Inventor
H. Anthony Derosa-Grund
Charles Grimes
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Derosa-Grund H Anthony
Charles Grimes
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Application filed by Derosa-Grund H Anthony, Charles Grimes filed Critical Derosa-Grund H Anthony
Publication of WO2007146399A2 publication Critical patent/WO2007146399A2/fr
Publication of WO2007146399A3 publication Critical patent/WO2007146399A3/fr

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    • 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

Definitions

  • the present invention relates generally to improved methods and apparatus for operating games and contests, utilizing a unique point system, whereby the excitement of participating in traditional games of chance, gambling style games and sport event outcome contests can be realistically emulated, without requiring participants to stake or risk anything of value or provide any consideration at any point in the process. More particularly, it relates to improved techniques for targeting advertising, for rewarding potential customers for viewing, listening to or otherwise being exposed to advertising, and for providing games and contests for utilizing reward points.
  • DOJ Organized Crime and Racketeering section of the U.S. Department of Justice
  • the current enforcement posture of the DOJ does not show any signs of weakening.
  • the current Congress is of a mindset to give the DOJ more tools in its fight against offshore gaming,
  • poker site advertisement advertises its free play and emphasizes that it is not a gambling site although any user signing onto the site will immediately learn that the site is closely related to or part of a cash game site.
  • PartyPoker.com an industry leader, hosts approximately 32 hands of poker play per second, according to a British securities filing by its parent company, PartyGaming. In 2005, that amounted to about $1,454 wagered per second, overwhelmingly from players who bet on average less than $100.00 per week. This wagering equated to $45 billion for the year, and PartyPoker is just one among approximately 2,400 online poker sites with more sites coming online almost daily.
  • the present invention recognizes that it • would be highly desirable and advantageous to construct methods of game play and contest participation that would permit players to play and participate under the foregoing conditions. More particularly, the present invention provides methods of game play, contest participation and associated methods of advertising that achieve the following:
  • FIG. 1 shows an exemplary overall system in accordance with the present invention
  • Fig. 2 shows an exemplary process in accordance with the present invention.
  • illicit gambling is defined as any activity in which a person places a bet or wager.
  • a bet or wager occurs when a person stakes or risks something of value, in legal terms, "consideration,” upon the outcome of an uncertain event over which the bettor does not exercise control, i.e., where there is "chance" - such as a contest of others, a sporting event, or a game predominantly subject to chance, with the opportunity to win something of greater value than what was staked or risked, i.e., the opportunity to receive a prize.
  • the present invention employs a novel and unique point system, involving:
  • a player's online play and prize accounts are populated upon registration and, second, the player's play and prize accounts increase based upon the player's time engaged in the operator's activities. For example, when a player views advertising, preferably on a per view basis, or "per-view-pay" (PVP) basis, the player's play and prize point accounts are increased.
  • PVP compensation model is structured so that a player is accorded play and prize points in some proportion to the revenue generated for the site operator from the advertisements that the player views while playing online or otherwise, while taking into consideration the house points
  • the PVP model may be applied to any media content the consumer utilizes for which the site operator is paid for causing players to view, listen or otherwise be exposed to advertisements.
  • a percentage of the ad revenues generated will go to the system operator and a percentage to affiliate programs, as explained further below. More specifically, in the context of advertising for emulations of online gaming or sports event outcome contests, the actual game interface, a virtual poker table, odds screen, or the like, is framed with a combination of banner, video and text ads that change on a predetermined timed basis.
  • Ads displayed will also be “clickable.” These click-through ads will open in a separate pre-sized browser window to prevent player "slippage" from the online game or contest and any interruption in the ads being displayed in the main advertising frame.
  • the present invention may be suitably implemented as a computer-based system, in computer software which resides on computer readable media, such as solid state storage devices, such as RAM, ROM, or the like, magnetic storage devices such as a hard disk or floppy disk media, optical storage devices, such as CD-ROM or the like, or as methods implemented by
  • Fig. 1 shows an exemplary block diagram of a system 100 which may be suitably used to implement the present invention.
  • System 100 is implemented as a plurality of player or user • computers 12i...l2 n (collectively 12) such as a personal computer, workstation, or server.
  • computers 12i...l2 n such as a personal computer, workstation, or server.
  • the system of the invention will be implemented as a personal computer or workstation which connects to a server or other computer running software to implement the processes of the present invention either through a network, Internet or other connection.
  • the system 100 includes software that is run by the central processing unit of each computer 12, as well as server 60.
  • Each computer 12 may suitably include a number of standard input and output devices, including a keyboard 14, a mouse 16, CD-ROM drive 18, disk drive 20, monitor 22, and printer 24.
  • each computer 12 may suitably include an Internet or network connection 26 for downloading software, data and updates or for providing outputs to remote system users. It will be appreciated, in light of the present description of the invention, that the present invention may be practiced in any of a number of different computing environments without departing from the spirit of the invention.
  • the system 100 may be implemented in a network configuration with individual workstations connected to a server. Also, other input and output devices may be used, as desired.
  • a remote user could access the server with a desktop computer, a laptop utilizing the Internet or with a wireless handheld device such as a BlackberryTM, TreoTM, or the like.
  • additional inputs to server 60 may suitably include an advertising database 62, game software 64 and a player
  • software is utilized to generate a number of computer display screens for receiving inputs from, and providing outputs to, a user of the system. For example, during player registration, a prospective player may be prompted to register using a plurality of display screens in which he or she can enter identifying information, such as, name, mailing address, age, sex, email address, areas of interest and the like. As a further example, during play of an online game, the user may see a display screen comprising a
  • Fig. 2 shows an exemplary process 200 in accordance with the present invention.
  • the registering player provides certain personal information, such as name, age, occupation, address, email, areas of interest, or ⁇ the like at an online gaming site in step 202.
  • This user data is stored in step 204.
  • the present invention uses this captured player data to match the ads displayed on that particular player's screen to ads residing on advertising servers, from advertisers that have preset demographic parameters.
  • the inventive method will have an added significant advantage over national media in that its direct ad match model will possess the inherent capability of taking advertisements from regional and local advertisers. For example, the invention will allow ads which can be displayed only to players in a targeted specific geographic region. A 30 second spot for a local restaurant on a national site such as CBS
  • the invention will take ads for the local or regional advertiser. Those ads will only be displayed to potential customers in the advertisers' immediate geographic area and the charge can be appropriately matched to the number of ad viewers - which opens up new advertising approaches for a large number of advertisers.
  • a next step 206 after a player completes the registration process, he or she will have at least two accounts tied to the same user identification (ID). First, he will have a prize account.
  • ID user identification
  • This prize account is exactly what the name implies, it is the player's account that holds all of the players "prize” points, which may be redeemed later for merchandise or money. Prize points are only accumulated in, or “cashed out”, of this account. Prize points may never be transferred out of this account for any purpose other than redemption, hence it is a "no lose” account. Prize points, once "in” this account, are never subject to loss.
  • the second account established for the player is referred to herein as a "play" account.
  • this account the player will have points of no monetary value, merely play points.
  • These play points may be used to participate in an online sporting event outcome contest through a simulation of a betting exchange or they may be used to participate in any number of games, such as casino style online games including but not limited to online poker, bingo, blackjack, slots and the like. These play points may be used only during contest participation and/or game play.
  • the player may elect to transfer his play points to his prize account. This transfer is a one way transfer process. Until transferred to the prize account, play points have no value. Play points transferred to the prize account are redeemable but are now locked into the prize account for redemption, for merchandise or cash, and may never be used for play
  • play points that are "lost” by one player and seemingly “won” by another player are, in fact, not transferred between players. Rather, the play points that appear to have been “lost” are, in fact, as indicated previously, transferred to the prize account of the "losing" player. Instead of transferring play points from the losing player to the winning player, the operator credits “house” points to the "winning” player, which house points are
  • Such house points are similar to play points in that they have no value and can be "used” by the winning player much the same as he uses play points, i.e., he can either convert the house points into prize points, or he can use them to play in games or participate in contests.
  • the only difference between play points and house points is that, if a player with house points elects to play in games or participate in contests with the house points, and he "loses" such house points, he does not receive an equal amount of points in his prize account to the house points he lost. Instead, the house points he lost are thereby transferred to and available for "use" by the player who won them, i.e., either for redemption or further game play and/or contest participation.
  • the aggregate combination of the foregoing is that there is game play and contest participation without any consideration, anywhere in the process, rendered by the individual.
  • the invention provides an emulation of real money gaming and sports event outcome contests - employing points having no value. This approach is the only approach in existence to
  • step 208 the player plays online games in a practice mode and is exposed to advertising.
  • step 210 points are added to the user's prize and play accounts.
  • points are allocated to the player and increase as the operator's PVP gross revenue increases.
  • every point given to the player in his play account could also result in the player being given a point in his prize account.
  • the user may redeem prize account points in step 212 or may use play account points to play games online in step 214. For example, to play casino style games such as poker or blackjack, or to participate in
  • the player can opt to convert play points into prize points in step 216.
  • Such conversion is a "one way process,” i.e., prize points, whether originally given or the result of conversion of play points into prize points, cannot be changed into play points.
  • Play points which a player "loses,” either in a game or contest, are not actually “lost,” but rather, are mandatorily converted into prize points and added to the player's prize account, in
  • Play points "won” by a player from another player in playing a game or participating in a contest are added as house points to the "winning" player's house account, in step 220.
  • the player can opt to convert house points into prize points in step 222.
  • Such conversion is a "one way process," i.e., prize points which are the result of conversion of house points into prize points cannot be changed back into house points.
  • House points which a player "loses,” either in a game or contest, are deducted from his house account and added to the house account of the "winning" player, in step 224.
  • additional points can be added to the player's accounts, e.g., his or her play, prize and/or house accounts, in step 226.
  • participant are afforded the opportunity to emulate the experience of real money gaming through the thrill of amassing point "winnings,” or the agony of suffering point “losses,” with absolutely no risk of experiencing the financial devastation of real money gaming or contests, inasmuch as participants cannot put any consideration, not even the points that they have been given, "at risk.”
  • a player who plays poorly will suffer "loses” in their play points account. While they will not have lost anything of value, they will have lost the opportunity to play until such time as they replenish their play account.
  • Players are given prize credits for signing up for play, for viewing advertisements while playing, and for converting excess play credits to prize credits.
  • Play credits can be played and lost.
  • Prize credits can never be lost through any play and are primarily accumulated through advertisement viewing. Prize credits cannot be converted to play credits.
  • Prize credits can be redeemable for cash and other prizes. Prizes may be cash or valuable prizes and are funded through a percentage of the advertising revenue from the sites using the invention.
  • the player who wins a game or contest not only wins the points being bet, in the form of house points, but also that player wins the points (both prize and play points) that would have been given to all of the participants in the game or contest in connection with advertising seen during the game or contest.
  • house points can be house points that become available because they have been allocated in the revenue structure but not "paid out" by the house, namely, if a player awarded prize and play points immediately converts their play points to prize points, such that house points associated with those play points never come into existence.
  • house points can be used to encourage play at particular times of the day, or when particular ads are being displayed, analogous, for example, to how a red pin comes up during bowling and if the bowler bowls a strike the bowler wins a free game. As play goes forth, there could be announcements that the
  • the invention is game independent and may be used for any number of games.
  • PVP monetization model
  • PVP per-view-pay applications
  • an account card is issued to each player, i.e., like a credit card that can store the player's accumulated account points on it.
  • the card can act as a universal "gift card” and can be used to redeem prize points on it for merchandise at, for example, brick and mortar stores or online sites participating in Win Win.
  • the card can also function like an ATM/Debit card and be used to withdraw cash value from the player's prize account.
  • the card can be used at movie theaters, namely, at each seat a swipe device is provided so that the theatergoer can swipe the card at the start of the commercials aired before the movie and get credit for viewing the commercials.
  • the theater seat may incorporate a pressure type switch in the seat - like a start failsafe on a lawn tractor - to verify that someone is actually in the seat, i.e., the circuit won't "complete” so credit will not be given merely because a card has been swiped.
  • a thermal sensor is incorporated into a television set top cable box together with a card swipe device, so that a person watching tv can swipe the card and then get credits for viewing ads, with the thermal detector verifying that someone is, in fact, watching the tv while the commercials are being aired.
  • a similar application can be set up for car radios, but instead of a seat trigger, the car would have to actually be running in order to be credited for listening to ads.
  • This system would work for over the air radio broadcasts as well as satellite radio broadcasts.
  • incenting tv viewers to actually watch content including but not limited to advertising, paid programming, movies, shows, product placement within content that are broadcast over cable television and satellite delivery systems, can be achieved with a system
  • A. Software is placed in either the "head end” of a MSO/Cable System, or on “set top” boxes in the consumer's location, which integrates with the satellite/satellite provider's ad server and/or any program/system that provides "TIVO" type time shift viewing or VOD capabilities.
  • Viewers may or may not be required to proactively validate that the aforementioned
  • advertisement or content was actually viewed by pressing a key on their remote at either the start, or middle or conclusion of an advertisement to let the system know that they were actually viewing the ad/content that was displayed.
  • act of not "skipping" over the ad by fast forwarding may be utilized as an affirmation that the ad/content was actually viewed and qualify the viewer for compensation.
  • the Win Win game system also known as the "Paid to Play” or “PD2P,” may be delivered to consumers over Cable TV or Satellite Television distribution systems and played via integration into either the cable/satellite system's “head end” system or within set top cable/television satellite boxes.
  • a similar system can be set up for point of sale, theaters, airlines, cruise ships, kiosks and mobile devices: A. It is envisioned that both the aforementioned “P2V” and “PD2P” systems may be utilized/deployed in Point of Sale “POS” and “brick and mortar” environments beyond the scope of original Internet environment as originally envisioned. In general both the P2V and PD2P methodologies can be launched separately or in tandem in any environment. Specific
  • Movie Theatres - A touch screen may be embedded in a the back of a seat, in front of a patron. Instead of watching previews on the screen as is currently done. The patron may either watch previews and be accorded compensation for doing so under the previously delineated P2V model. Alternatively, all the patrons in the theatre could collectively view the same content on the theatre's screen and then through either a cell phone text message or input device located at
  • each of the theatre's seats validate their watching said ad.
  • a passive method of validation may be some type of bar code scanner that could read a code on the patrons ticket stub.
  • a pressure sensor located in the theatre seat could also provide a passive form of validation of ad/content viewing.
  • Kiosks- Content provided to stand alone kiosks via the same methodology as described in connection with movie theaters above.
  • Mobile Devices - - Content provided to cell phones, PDA, wirelessly connected computers or other hand held/portable device able of displaying content via the same methodology as described in connection with movie theaters above. Content may be provided on a subscription basis for all of the foregoing modalities under the subscription model as described below.
  • the P2V and/or PD2P models can be used to supplant a consumer paying for a subscription to any services out of their own pocket.
  • a person could receive, including but not limited to, their local cable service, phone service, VOD movie, magazine, news paper, cell phone, club membership, online internet access, online game subscription, by playing games or watching content provided under the P2V and/or PD2P models.
  • a muti-tiered marketing program may suitably be included as part of the invention. For example, once a player signs up and is registered, he will be given a unique affiliate code number. He may then get others to sign up, or refer other individuals, using that affiliate code. Any players signing up using that player's affiliate code will generate points in the original player's play, prize and/or house accounts, depending upon the terms of the promotion. In turn, any players under a referred player that in turn sign up other players will generate points for all those players in the affiliate stream above them that they are "tied" to.
  • MTM muti-tiered marketing program
  • This MTM will significantly generate an accelerated growth curve, as well as provide a mechanism for bloggers and information sites to accord "free" advertising in exchange for an affiliate program thus rendering revenues to them for those who join through their media.
  • the present invention's approach to and utilization of data capture creates two unique advantages.
  • the ability to match ads to users allows for a higher CPM rate to be charged for ads displayed.
  • the inventive approach has the inherent capability of more specifically, and scientifically, matching advertisers' specific .narrow target demographics with the users.
  • the match method should support higher CPMs resulting in larger margins and profits.
  • Click fraud can be an Achilles heel of online advertising. Click fraud is the practice of producing fake clicks in order to boost the amount that advertisers must pay for a search campaign. Search marketers have been increasingly concerned about the click fraud issue, with a recent survey showing that seven out of nine search marketers were concerned that an unknown number of their paid clicks were bogus.
  • the present invention eliminates nearly any possibility of click fraud in two ways.
  • a person has to actually provide personal data to participate. Without doing so, there can be no redemption on the part of the consumer.
  • real verifiable data from a real person eliminates the possibility of some hacker from a country that allows for anonymous open proxy servers running a program to fraudulently click on a Google ad every few nanoseconds.
  • the software will track every online transaction, thus the invention will provide a verifiable and certifiable record to advertisers that their ads were being viewed or clicked on by an actual individual that was playing online, with underlying verifiable person data.
  • the opportunity for utilization of the present invention in the online gaming sector is vast.
  • the online gaming sector can be subdivided into different segments, with the largest individual segment being online sports event outcome contests, which in 2005 was estimated to have represented around 36% of total online gross gaming yield, followed by online casinos (25%) and poker (20%).
  • a 10-year boom in offshore sports books has turned Las Vegas into a smaller player in the game, second in line to computers in Antigua, Costa Rica and other remote
  • Bodog.com one of the leading online sports betting sites this year is $1.2 billion. That figure does not include the casino and poker rooms, which will help push the projected handle to $6 billion.
  • the company's marketing budget is $50 million, and Bodog has grown from having about 1,000 accounts the first two years to more than 30,000 accounts. Bodog is not even one of the sports books that caters to major players. It is known as a book that courts squares, or novice bettors, and expects at least a 5 percent hold.
  • the company fact sheet states its average sports book wager is $68. Bodog is close to doubling in size every year,
  • the MGM-Mirage has publicly lobbied to allow U.S. companies to take part in online gambling. Viewed from any perspective, the facts clearly support the position that a legal, online
  • the invention is applicable in the brick and mortar world as well as the virtual one. Simply put, in certain states the opportunity exists to create a physical environment that would allow a real world application of the invention.
  • a person could go into a sports bar, present an account card similar to a player's card, and be given the physical equivalent of the virtual play chips in the account. Then, the no monetary value play chips could be used to play casino style games such as poker, blackjack or the like against other live players, or they could be used to participate in sport event outcome contest which is part of the invention. At the end of play, the chips would then be surrendered at the equivalent of a casino cage, on premises, and re-credited to the online account. Because the chips have no value and cannot be exchanged for any prize on premises, the game play taking place does not constitute illicit gambling.

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  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Cash Registers Or Receiving Machines (AREA)

Abstract

L'invention concerne des procédés et un appareil pour faire fonctionner des jeux et des concours, utilisant un système de points unique, grâce auquel l'excitation de participer à des jeux traditionnels de hasard, des jeux de style paris et des concours de résultats d'événements sportifs peut être émulée de manière réaliste, sans demander à des participants de jouer ou de risquer quelque chose de valeur, autre que les efforts personnels des participants pour jouer aux jeux ou participer au concours ou pour obtenir l'accès à l'Internet ou aller sur des sites d'entreprises brique et mortier où la participation aux jeux et aux concours est possible, vu que les points qui sont utilisés par les participants leur sont donnés par les donateurs des jeux et des concours gratuitement et peuvent être utilisés pour la participation aux jeux et aux concours sans risque de perte, c'est-à-dire, tous les points qui sont donnés aux participants ne sont jamais, en réalité, 'perdus' et sont, toujours et à tout moment, échangeables contre de l'argent et/ou des prix. Plus spécifiquement, les participants reçoivent la possibilité d'émuler l'expérience du jeu avec argent réel grâce au frisson de l'accumulation de 'gains' de points ou de l'angoisse de subir des 'pertes' de points, sans absolument aucun risque de subir un désastre financier de jeu ou de concours avec argent réel, vu que les participants ne peuvent mettre aucune rémunération, ni même les points qu'ils ont reçu, 'en danger'. Le seul 'risque' pour un participant est que le participant devienne 'dépendant' de l'expérience de divertissement et donc participe plus souvent et plus longtemps et donc soit exposé à un nombre supérieur de messages provenant du donateur - de la même manière que des formes antérieures de divertissement telles que la radio et la télévision ont cherché à offrir une programmation meilleure pour attirer les auditeurs et les téléspectateurs à se mettre à l'écoute plus souvent et écouter/regarder plus longtemps et de ce fait être exposés à un nombre supérieur de publicités de radio et de télévision.
PCT/US2007/013994 2006-06-14 2007-06-14 procédés et appareil pour faire fonctionner des jeux et des concours utilisant un système de points unique et original pour émuler de manière réaliste un jeu et des concours avec argent réel WO2007146399A2 (fr)

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US81349106P 2006-06-14 2006-06-14
US60/813,491 2006-06-14

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WO2007146399A3 WO2007146399A3 (fr) 2008-11-20

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