WO2010139000A1 - Entertainment event - Google Patents

Entertainment event Download PDF

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Publication number
WO2010139000A1
WO2010139000A1 PCT/AU2010/000668 AU2010000668W WO2010139000A1 WO 2010139000 A1 WO2010139000 A1 WO 2010139000A1 AU 2010000668 W AU2010000668 W AU 2010000668W WO 2010139000 A1 WO2010139000 A1 WO 2010139000A1
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WO
WIPO (PCT)
Prior art keywords
providing
message
animated
participants
computer system
Prior art date
Application number
PCT/AU2010/000668
Other languages
French (fr)
Inventor
Gregory Rickford
Stephen Allende
Original Assignee
Fanimania Pty Ltd
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 AU2009902481A external-priority patent/AU2009902481A0/en
Application filed by Fanimania Pty Ltd filed Critical Fanimania Pty Ltd
Publication of WO2010139000A1 publication Critical patent/WO2010139000A1/en

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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
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising

Definitions

  • This invention relates to a method of providing entertainment, and to an entertainment system adapted for performing the method.
  • a method of providing an entertainment event to participants including: 1.1 providing a computer system having software and processing means;
  • said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the numbers of respective messages satisfying the at least one criterion of the respective categories.
  • said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the respective rates of change of the numbers of respective messages satisfying the at least one criterion of the respective categories.
  • each said element is an animated figure displayed on the display apparatus.
  • said movements of the competing animated figures reflecting relative performance between them are displayed as a running race in which the animated figures are depicted as competing with each other.
  • the method includes causing the computer system to generate predetermined types of animated motion to the animated image in response to predetermined categories of occurrence in the animated motion of the competing elements.
  • the predetermined manner of messaging includes sending an SMS message, to be sent from a handheld device held by the respective participant.
  • the entertainment event is provided to spectators of a sporting match between two sports teams at a sports venue, and the participants are a plurality of said spectators.
  • said at least two categories of message are two categories wherein the at least one criterion of one of the categories is that the message includes a predetermined identifier for identifying one of the sports teams, while the at least one criterion of the other category is that the message includes a predetermined identifier for identifying the other of the sports teams.
  • said prize is awarded to a winning participant after the participant's identifier has been randomly selected.
  • said prize is awarded to a winning participant after the participant's identifier has been selected by virtue of the message from the winning participant's handheld device having been sent at a predetermined time.
  • the method includes the step, before step 1.4, of accessing the message information from records of a third party which has received the messages sent by the participants.
  • the step of accessing the message information includes accessing the message information from a website provided by the third party, on which the message information is provided.
  • the third party includes an aggregator facility.
  • the software of the computer system includes one software component adapted for causing the message information to be retrieved from the third party records and stored, and another, preferably separate, software component for processing that stored information and generating a display on the display apparatus according to step 1.5.
  • said inviting of participants includes inviting the participants by an invitation on the display apparatus.
  • an entertainment system adapted for performing a method according to the first aspect of the invention and preferred embodiments thereof, the system including: a said computer system having software and processing means; data entry means for causing said message information to be entered into the computer system according to step 1.4.
  • SMS is an abbreviation for a type of text messaging known as “short message service” that can be sent from mobile telephones.
  • Figure 1 is a layout of an environment in which a method according to an embodiment of the invention can be carried out
  • Figure 2 is representation of a display on a screen according to the embodiment of Figure 1 , representing a notification to spectators of an imminent prize awarding feature;
  • Figure 3 is representation of a display on the screen of Figure 2, representing an invitation to spectators to participate in an entertainment event according to the embodiment of Figure 1 ;
  • Figure 4 is a representation of a display on the screen of Figure 1 , representing a stage in the entertainment event of Figure 3; and
  • Figure 5 is a block diagram representing an algorithm with steps in a method according to an embodiment of the invention.
  • a preferred embodiment of the present invention relates to entertainment of spectators at a sporting match between two rival teams at a sporting venue. It has become commonplace for large display screens to be provided at sporting venues for presenting information about the game being played, as well as other information that may be useful or entertaining to spectators.
  • FIG 1 illustrates an environment 10 in which an embodiment of the invention can be employed.
  • spectators 14 are waiting for a sporting match to begin, they are notified, by means of a display on the screens 16, to be alert for an imminent opportunity to participate in a competition, as illustrated in Figure 2.
  • This is a competition in which they will have a chance of winning one of a number of available prizes, for example a prize of $1 ,000.
  • an invitation is presented on the screens 16 for the spectators 14 to enter draws for the prizes on offer (see Figure 3).
  • the invitation informs the spectators 14 that they are required to send SMS messages (using their handheld telephone devices), to a message recipient identified by means of a particular subscriber telephone number 26.
  • the spectators 14 are invited to be participants in the competition, they are referred to both as spectators and participants below.
  • the animated images 32 include two figures, each representing a respective one of the two competing sports teams.
  • the animated figure representing each particular team may be an image of a particular player from that team, or a character appearing to wear the uniform of that team, or a cartoon character associated with that team as shown in Figures 2 to 4.
  • the animation is adapted to represent movement of the two animated figures 32 as if they are competing with each other, for example as if they are competing in a running race.
  • the movement of the animated figures 32 and the outcome of the race represented by the animation are determined by the numbers of SMS messages received from spectators 14 which include the identifier of one or the other sports team.
  • Figure 4 illustrates one of the animated subjects 32.1 being ahead of the other figure 32.2, thus winning the animated race.
  • the screens 16 may continue to display the acceptable team identifiers 34, 36 to be included in the SMS messages, and the subscriber number 26 to which the messages are to be sent.
  • the computer system 18 is configured to store this information in the storage means 20.
  • the computer system 18 includes software representing algorithms, which causes the computer system to continually ascertain updated information from the aggregator facility 24, substantially in real time as spectators 14 continue to send the SMS messages identifying the team of their choice.
  • the animated figure representing the team most frequently identified in the spectators' SMS messages 30 may be caused to take the lead in the running race. Accordingly, in Figure 4, the "Rabbit” animated figure 32.1 , representing the Rabbitoh's team, is shown to have taken the lead indicating that there have been more messages since the start of the event containing the identifier 34 "RABBIT” than containing the identifier 36 "RAIDER”.
  • the software in the computer system 18 is adapted to present the images 32 on the screens 16, and also the relative positions and overall nature of animation of the animated figures, based on the relative number of messages identifying the two sports teams. For instance, where the number of SMS messages from spectators 14 containing the identifier 34 "RABBIT” (representing the Rabbitohs) is significantly greater than the number of messages containing the identifier 36 "RAIDER” (representing the Raiders), the animated rabbit figure 32.1 may be shown to be well ahead of the animated Viking-like figure 32.2.
  • the software in the computer system 18 may be configured such that, if it detects such an accelerated rate of receipt of messages containing the "RAIDER" identifier 36, it causes an increase in the animated running speed of the Viking-like figure 32.2 on the screens 16. Accordingly, this animated figure 32.2 may be shown to catch up to, and possibly even overtake, the animated Rabbit figure 32.1 , based on the increased rate of receipt of relevant SMS messages 30.
  • the software in the computer system 18 includes a contingency feature.
  • the software causes the movement of the animation display to continue on the screens 16.
  • the software may be adapted for there to be, for example, a "dead heat" between the competing animated subjects.
  • one or the other of the competing figures 32 may be shown to win the race based on an extrapolation of the circumstances relating to the race immediately prior to the communications failure.
  • the software may contain features to generate data, in particular, random data, to be substituted for the data relating to the SMS messages, to serve as a basis for affecting the actions and relative performance of the competing animated figures 32.
  • subscriber telephone numbers of the handheld devices from which the spectators' SMS messages 30 are received are identified and stored by the aggregator facility 24.
  • these numbers are automatically entered into a draw for one or more prizes.
  • one or more of the stored numbers may be randomly selected by the computer system 18 for allocation of a prize to the spectator that possess the handheld device corresponding to each winning subscriber telephone number.
  • the draw is carried out by the aggregator facility 24 or an operator thereof. The selection may for example be carried out using random selection software.
  • the spectator 14 to whom the prize is to be awarded can be contacted by a suitable means to advise of the win and to inform the spectator as to how the prize can be collected.
  • the suitable forms of contact may include a text message, which may be sent from the computer system 18, a direct telephone call, etc.
  • Spectators 14 may be contacted in similar ways when their subscriber telephone numbers are first entered into the draw to confirm that this has occurred. According to one embodiment there is only a single jackpot prize, while in other embodiments, a number of lesser prizes may be available - for example ten $50 prizes as indicated in Figure 2.
  • the draws and allocation of prizes occur immediately after the end of the animated running race shown on the screens 16. According to another embodiment, they are awarded at intervals or during time periods during the animated race.
  • the computer system 18 may be adapted to cause a display to appear on the screens 16, for example as an inset within, or adjacent to, the display of the animated race, indicating the award of a prize to a spectator 14.
  • the animated figure 32 on the screen 16, representing the team identified by the spectator that wins such a lesser prize may be shown to jump up or to give some other gesture indicating a victory.
  • an image indicative of the prize for example, $50, can flash on the screens 16.
  • each spectator 14 from whom an SMS message 30 is received at a predetermined time, or at the end of a predetermined period following a predetermined starting time may be awarded a lesser prize.
  • a prize may be awarded to each spectator 14 from whom an SMS message 30 is received at a predetermined time after a starting time "t 0 "
  • the predetermined time is a multiple of 10 seconds from to.
  • the aggregator facility 24 determines the time, or time period, for awarding such prises.
  • time periods may be spaced from one another by a fixed time interval or varying time intervals in different embodiments.
  • SMS messages 30 sent by spectators 14 may be shared, in predetermined proportions, by the relevant services providers in relation to the handheld devices from which the SMS messages are sent, the operator of the aggregator facility 24, and the game provider. For example, for each fee charged, the relevant service provider might receive half of the fee amount, while the other half is shared equally between the operator of the aggregator facility 24 and the game provider.
  • the software in the computer system 18 is a key aspect in determining the nature and apparent movement of the animated images 32 displayed on the screens 16.
  • the computer system 18 includes primary software and secondary software.
  • the primary software represents several algorithms which affect the apparent movement of the animated figures 32 appearing on the screens 16 based on the numbers of SMS messages 30 received from the spectators 14 containing the identifiers 34, 36 of the sporting teams.
  • each SMS message with the identifier 34, 36 of a particular one of the teams reflects support for that team by the spectator 14, and the SMS message effectively serves as a single vote for that team.
  • the primary software is adapted to affect the apparent movement of the animated figures 32 on the screens 16 based on the identifiers 34, 36 contained in the SMS messages 30 sent by the spectators 14, it also has the important feature, according to a preferred embodiment, of being able to affect the apparent behaviour or type of behaviour of the animated figures based on other predetermined factors pertaining to the context of the animated race.
  • the software can cause one or both of the animated figures to appear to engage in "showboating" behaviour.
  • the software may be adapted to assess the popularity of the race event among the spectators 14, and their level of interest, based on the number and rate of the SMS messages 30 that they send.
  • the software may be adapted to modify the apparent running speed of one or both of the animated figures 32, or change the appearance of the figures to reflect apparent emotions or behaviours such as a sense of urgency, anguish, happiness, etc.
  • the software may be adapted to modify the apparent context of the race.
  • the software may be adapted to change the positions, configurations or orientations of the animated figures 32 to make the race appear more closely contested between the two figures and hence attempt to stimulate more excitement and interest among the spectators 14.
  • the software may be adapted to compensate for different overall numbers of SMS messages sent (as opposed to their relative nature), so that the animated movements of the figures 32 appear similar regardless of this overall number.
  • the software is preferably adapted such that, even though it makes the adjustments to the animation based on a one-sided nature of messaging or the overall numbers of SMS messages sent, it does not change the fact that the actual outcome of the animated race (i.e. the identity of the animated figure 32 that wins the race) is determined by the factors that would have applied in the absence of such an adjustment (such as the relative number of SMS messages sent, or the rate of change of the numbers of such message being sent).
  • the above types of compensation in the animation can assist in maintaining a competitive spirit among the spectators and hence their level of excitement and interest, even if there is a relatively low volume of messages being sent.
  • the aggregator facility 24 has a website on which it presents the relevant information pertaining to the numbers of SMS messages received from the spectators 14, that will be used by the computer system 18 for determining the nature of animation displayed on the screens 16.
  • the secondary software is adapted to continually poll, via a suitable telecommunications link 38, the web site to ascertain the information presented. For example, the secondary software may assess each line of data relating to such messages and count the number of messages containing an identifier of each sports team. It can then write these figures to a local file on the computer system 18 for use and processing by the primary software.
  • the primary software is effectively adapted to simulate a dynamic event by polling the data file.
  • the advantage of having the secondary software separate from, and running in conjunction with, the primary software is that it assists in preventing any inconsistencies in the internet communication from directly affecting the speed and reliability of the animation.
  • An important feature of a preferred embodiment of the invention is that the computer system 18, preferably the secondary software, is able to determine if the communications link 38 with the website of the aggregator facility 24 is lost or disabled. Another important feature is the ability to immediately begin compensating for the lost communication link 38, causing animations to be generated on the screens 16, which are consistent with those being generated prior to the communication link being lost, but which are based on random or other input rather than the specific input of the data based on the spectators' SMS messages 30. Such alternative input may be used until such time as the communication link 38 is restored and the input for the animation can once again be based on the actual data regarding the SMS messages 30 from the spectators 14.
  • these features enable the animated race to continue to be generated by the computer system 18 on the screens 16 substantially in real time, with minimal or no visible indication to the spectators 14 of the lost communication. This ability is an important contingency feature of a preferred embodiment of the invention.
  • the software of the computer system 18, preferably the secondary software has a further contingency feature.
  • This feature is that it is adapted to generate suitable random numbers to take the place of numbers otherwise obtained from the aggregator facility 24, for use in determining the animated motion of the animated figures 32 on the screens 16.
  • This feature can be used in the event that the local data file becomes damaged or for any reason remains static during the animated race. If this were to occur, then in the absence of such a contingency feature, the animation could hang or otherwise fail.
  • the awarding of prizes to spectators 14 is based on random draws in relation to their subscriber telephone numbers. Accordingly, the awarding of these prizes is not based on the outcome of the animated race between the animated figures 32. Consequently, if the communications link 38 is lost as mentioned above, and if the generation of the animated race is continued based on an alternative (e.g. random) number input, this does not affect the integrity of the process of allocating prizes to spectators 14.
  • Figure 5 is block diagram representing a method for performing the invention according to one preferred embodiment.
  • Block 50 represents the receiving of messages 30 by the aggregator facility 24, while block 52 represents the capturing and storage of the subscriber telephone numbers of the participant spectators that send the messages.
  • Block 54 represents the query, effected by the aggregator facility 24, as to whether the received message contains the identifier 34 "RABBIT" representing the Rabbitohs team. If the answer to this query is "yes" as indicated at 56, then a stored total number of messages with this identifier is incremented, as represented by the block 58.
  • Another query represented by the block 68 follows, as to whether, at the time when the query is carried out, the total number of messages received containing the identifier 34 "RABBIT" exceeds that for the identifier 36 "RAIDER".
  • the secondary software of the computer system 18 effectively monitors telecommunications activity between the computer system and the aggregator facility
  • the secondary software is adapted to detect breaks in the communications link 38 and begins to generate alternative (e.g. random) data to be substituted for the actual SMS message information data in the event of communications link failure. Should the communications link 38 return to normal operation, the software allows for normal functionality to be resumed, in which the SMS message information data is once again used as the input for determining the nature of the race animation.
  • the software is adapted to affect the motion of the animated figures 32 to maintain the appearance of a close competition between the figures even if the SMS messages significantly favour one or the other figure, but without actually affecting the final outcome of the animated race. This assists in stimulating excitement and interest among the spectators. 14
  • embodiments of the invention may involve spectators 14 watching the sports event on television devices at locations remote from the venue 12, and participating by the sending of appropriate SMS messages, and viewing the progress of the animated race and the awarding of prizes on these television devices.
  • the principles of the animation may be implemented in various broadcast environments, and need not involve a sports match played at a particular venue, as in the embodiments described above.
  • such an animated competitive event may be implemented over a cable television network, as a competition between two animated figures that may, for example, be representations of actual people or characters known to the spectators, such as celebrity figures.
  • spectators typically fans of such celebrities, may send SMS messages as a form of support for their choice of celebrity, and also be eligible to win prizes on offer.
  • players can access a website of a game provider, using personal computers or similar digital data processing devices.
  • the players can input messages using an online chat facility, each message constituting a count or vote in favour of one of a number of competing animated figures presented on the website.
  • the messages are received and stored by a volume driver mechanism so that, in a manner similar to the embodiments described above, the number of messages sent in favour of the respective competing figures determines their relative animated performance.
  • the embodiment may also allow for the volume driver mechanism to be driven by sources of input other than messages sent using an online chat facility, such as, for example, direct telephone calls or SMS text messages.
  • embodiments of the invention may involve spectators 14 watching the animated event on other types of device such as computer displays (monitors or screens), smartphone or other handheld devices, and so on.
  • One or more other supported means for the spectators 14 to send messages may be enabled in various embodiments, such as messages entered via specific websites (other than those already mentioned herein), using interactive features available on cable or subscription television services (for example, by pressing suitable buttons at appropriate times on remote control devices relating to such services), and so on.
  • animated display has been described above in relation to a running race between the two animated figures 32, other types of competitive events may be involved, for example, animated boxing matches or other fighting competitions, penalty shootouts relating to ball sports or other games, etc.
  • a major rugby competition may include at least ten teams that compete with one another during specific matches, and accordingly, an animated race may involve, say, ten competing figures representing the ten sports teams.

Abstract

There is disclosed a method of providing an entertainment event to participants (14). The method includes identifying different categories of message each representing a particular competitor, inviting participants to send such messages with their choice of competitor identifier, and then running an animation on a display screen (16) by means of a computer system (18) showing competing figures, where the relevant performance of the figures is determined by the number, and rate of change of numbers, of messages identifying the respective competitors. The invention also relates to an entertainment system which includes the computer system. The messages may be SMS message or of other types.

Description

ENTERTAINMENT EVENT
FIELD OF THE INVENTION
This invention relates to a method of providing entertainment, and to an entertainment system adapted for performing the method.
BACKGROUND TO THE INVENTION
It is a common practice for organisers of sporting matches between competing sports teams to provide additional entertainment to spectators during breaks in the matches, for example at half-time. This is to maintain the spectators' interest and enthusiasm, and also to increase the likelihood of the spectators taking note of advertisements presented at the matches, for example those relating to products or services of sponsors of the matches. However, many forms of such entertainment are ineffectual in maintaining spectator interest. In addition, certain forms of entertainment, such as live performances, tend to be costly.
It is an object of the present invention to address or at least ameliorate at least one of the above disadvantages, or to provide a useful alternative.
Any discussion of the prior art in this specification is not intended, and is not to be construed, as any statement, implication or admission that that prior art constitutes part of the common general knowledge of anyone in Australia or anywhere else.
SUMMARY OF THE INVENTION
According to a first aspect of the invention, there is provided a method of providing an entertainment event to participants, the method including: 1.1 providing a computer system having software and processing means;
1.2 identifying at least two categories of message each category having at least one message criterion, the at least one message criterion of each category differing from that of each other category;
1.3 inviting participants to send messages to a predetermined message recipient using a predetermined manner of messaging, each message to satisfy the at least one criterion of a respective one of the categories selected by the particular participant;
1.4 causing message information in relation to each respective category, such information pertaining to messages received by the recipient from said participants, to be entered into the computer system during the event if such information is available from the recipient to the computer system, the message information in relation to each category including information regarding the numbers of messages received during the event that satisfy the at least one criterion of that category;
1.5 causing the software of the computer system to generate a display on a display apparatus for viewing by the participants wherein the display includes an animated image;
1.6 after the entering of such message information into the computer system, causing the computer system to effect changes to the animated image during the event, said changes being determined by said message information in relation to the respective categories; and
1.7 repeatedly carrying out steps 1.4 and 1.6.
In a preferred embodiment, in step 1.5 said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the numbers of respective messages satisfying the at least one criterion of the respective categories.
In a preferred embodiment, in step 1.5 said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the respective rates of change of the numbers of respective messages satisfying the at least one criterion of the respective categories.
Preferably each said element is an animated figure displayed on the display apparatus. Preferably, said movements of the competing animated figures reflecting relative performance between them, are displayed as a running race in which the animated figures are depicted as competing with each other.
Preferably the method includes causing the computer system to generate predetermined types of animated motion to the animated image in response to predetermined categories of occurrence in the animated motion of the competing elements.
In a preferred embodiment, in step 1.3, the predetermined manner of messaging includes sending an SMS message, to be sent from a handheld device held by the respective participant.
Preferably the entertainment event is provided to spectators of a sporting match between two sports teams at a sports venue, and the participants are a plurality of said spectators.
Preferably the display apparatus includes a display apparatus at the venue, and the participants include participants at the venue.
Preferably the display apparatus includes at least one of television display devices, handheld devices, and computer displays, at locations remote from the venue and the participants include participants at the remote locations.
Preferably in step 1.2, said at least two categories of message are two categories wherein the at least one criterion of one of the categories is that the message includes a predetermined identifier for identifying one of the sports teams, while the at least one criterion of the other category is that the message includes a predetermined identifier for identifying the other of the sports teams.
In a preferred embodiment, the method includes awarding a prize to a winning participant, the winning participant having been selected from among the participants by the storing, and placing in a draw, of a predetermined type of identifier of each participant and the selection of the identifier of the winning participant. Preferably, each participant identifier is a mobile telephone subscriber number of the handheld device from which the respective participant sends a said message.
According to one embodiment, said prize is awarded to a winning participant after the participant's identifier has been randomly selected.
According to another embodiment, said prize is awarded to a winning participant after the participant's identifier has been selected by virtue of the message from the winning participant's handheld device having been sent at a predetermined time.
In a preferred embodiment, the method includes the step, before step 1.4, of accessing the message information from records of a third party which has received the messages sent by the participants.
Preferably, the step of accessing the message information includes accessing the message information from a website provided by the third party, on which the message information is provided.
Preferably, the third party includes an aggregator facility.
In a preferred embodiment, the software of the computer system includes one software component adapted for causing the message information to be retrieved from the third party records and stored, and another, preferably separate, software component for processing that stored information and generating a display on the display apparatus according to step 1.5.
Preferably, the method includes, if the message information from the recipient is not available to the computer system during the event, generating data, preferably by means of the other software and preferably using a random data generator forming part of the other software component, said data to be substituted for the message information according to step 1.6.
In a preferred embodiment, in step 1.3, said inviting of participants includes inviting the participants by an invitation on the display apparatus. According to a second aspect of the invention, there is provided an entertainment system adapted for performing a method according to the first aspect of the invention and preferred embodiments thereof, the system including: a said computer system having software and processing means; data entry means for causing said message information to be entered into the computer system according to step 1.4.
In a preferred embodiment, the system includes an information accessing component adapted for effecting said accessing of the message information from said records of a said third party.
In a preferred embodiment, the system includes a said random data generator forming part of the other software component.
In this specification, the term "SMS" is an abbreviation for a type of text messaging known as "short message service" that can be sent from mobile telephones.
BRIEF DESCRIPTION OF THE DRAWINGS
Preferred embodiments of the invention will now be described, by way of example only, with reference to the accompanying drawings in which:
Figure 1 is a layout of an environment in which a method according to an embodiment of the invention can be carried out;
Figure 2 is representation of a display on a screen according to the embodiment of Figure 1 , representing a notification to spectators of an imminent prize awarding feature;
Figure 3 is representation of a display on the screen of Figure 2, representing an invitation to spectators to participate in an entertainment event according to the embodiment of Figure 1 ;
Figure 4 is a representation of a display on the screen of Figure 1 , representing a stage in the entertainment event of Figure 3; and Figure 5 is a block diagram representing an algorithm with steps in a method according to an embodiment of the invention.
DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS
A preferred embodiment of the present invention relates to entertainment of spectators at a sporting match between two rival teams at a sporting venue. It has become commonplace for large display screens to be provided at sporting venues for presenting information about the game being played, as well as other information that may be useful or entertaining to spectators.
Figure 1 illustrates an environment 10 in which an embodiment of the invention can be employed.
There is shown a sports venue in the form of a stadium 12 with seating for spectators 14, and two large display screens 16. The sports venue 12 is suitable for the playing of sports matches, such as football matches, between two sports teams. According to the present embodiment, such sports matches are arranged and administered by a game provider that has a computer system 18 with processing means and storage means 20.
Also illustrated are various mobile telephone service providers 22 and a third party aggregator facility 24.
According to a preferred embodiment, as spectators 14 are waiting for a sporting match to begin, they are notified, by means of a display on the screens 16, to be alert for an imminent opportunity to participate in a competition, as illustrated in Figure 2. This is a competition in which they will have a chance of winning one of a number of available prizes, for example a prize of $1 ,000.
Then, when the half-time break in the match begins, an invitation is presented on the screens 16 for the spectators 14 to enter draws for the prizes on offer (see Figure 3). To do so, the invitation informs the spectators 14 that they are required to send SMS messages (using their handheld telephone devices), to a message recipient identified by means of a particular subscriber telephone number 26. As the spectators 14 are invited to be participants in the competition, they are referred to both as spectators and participants below.
As part of the competition, the invitation requires the SMS messages to satisfy predetermined criteria, namely to contain a suitable message for identifying one of the two competing sports teams. In particular, the spectators are invited to identify the one of the two sporting teams that they support. According to the preferred form of this embodiment, the identifier will be the name of the team in question (or a predetermined abbreviation or nickname of the team) preferably as stated in the invitation, referenced as 28 in Figure 2.
As will be described in more detail below, once spectators 14 start sending such messages (these transmissions being referenced 30 in Figure 1 ), the displays on the screens 16 change to reflect movements in animated images 32, these movements being affected by the messages sent.
According to a preferred embodiment, the animated images 32 include two figures, each representing a respective one of the two competing sports teams. The animated figure representing each particular team may be an image of a particular player from that team, or a character appearing to wear the uniform of that team, or a cartoon character associated with that team as shown in Figures 2 to 4. The animation is adapted to represent movement of the two animated figures 32 as if they are competing with each other, for example as if they are competing in a running race.
According to one preferred embodiment as illustrated in Figures 2 and 3, the sports teams are the South Sydney rugby league team known as the "Rabbitohs"(TM), and the Canberra based team known as the "Raiders" (TM). In this embodiment, the animated figure 32 representing the Rabbitohs is a cartoon rabbit figure, referenced as 32.1 , while the animated figure representing the Raiders is a Viking-like cartoon figure referenced as 32.2. It is to be understood that the characters shown in the accompanying drawings may be inexact representations, for illustrative purposes, of the actual characters used by these teams.
According to this embodiment, the identifier which spectators are required to include in their SMS messages if they wish to show support for the Rabbitohs, is the word "RABBIT" referenced as 34 in Figure 3, while the identifier to include if they wish to show support for the Raiders, is the word "RAIDER" referenced as 36.
Although the animated figures 32 merely appear to be competing in a running race, for simplicity, the animation is described below as if there are two such competitors actually competing in a race.
According to the preferred embodiment, the movement of the animated figures 32 and the outcome of the race represented by the animation are determined by the numbers of SMS messages received from spectators 14 which include the identifier of one or the other sports team. Figure 4 illustrates one of the animated subjects 32.1 being ahead of the other figure 32.2, thus winning the animated race.
According to an embodiment, even though such animations are being shown, the screens 16 may continue to display the acceptable team identifiers 34, 36 to be included in the SMS messages, and the subscriber number 26 to which the messages are to be sent.
SMS messages sent by spectators 14 to the designated subscriber number 26 are directed to the aggregator facility 24 which, according to one preferred embodiment, is operated by a party other than the game provider, and which keeps a record of the messages sent, and of which identifier 34, 36 is included in each message. The game provider's computer system 18 is configured to access the aggregator facility 24, substantially in real time as the spectators 14 send their SMS messages as indicated at 30. The computer system 18 is thus configured to ascertain the number of SMS messages sent during the running race event which include the identifier 34 "RABBIT"
(thereby designating the Rabbitohs) and the number of SMS messages which include the identifier 36 "RAIDER" (thereby designating the Raiders). The computer system 18 is configured to store this information in the storage means 20.
The computer system 18 is configured to control the displays on the screens 16 (including the movements of the animated figures 32), based on the ascertained information regarding the SMS messages sent by the spectator participants 14. In a preferred embodiment, the computer system 18 is also configured to allocate prizes to participating spectators 14 (as identified by the subscriber telephone numbers of the handheld devices from which they send their SMS messages) based on the information ascertained from the aggregator facility 24.
The computer system 18 includes software representing algorithms, which causes the computer system to continually ascertain updated information from the aggregator facility 24, substantially in real time as spectators 14 continue to send the SMS messages identifying the team of their choice.
Thus, in the present embodiment, which involves the running race between the two animated figures 32 on the screens 16, the movement of these animated figures is continually caused, by the computer system 18, to change in response to the numbers of SMS messages identifying the respective teams (and hence designating the respective animated figures which represent the teams).
According to the preferred embodiment, the relevant information about the SMS messages, including the respective numbers of SMS messages containing the identifiers of the two teams, is presented on a web-site (not show) of the third party that operates the aggregator facility 24. Thus, the computer system 18 includes software and telecommunications features for accessing the relevant information from the website.
The animated figure representing the team most frequently identified in the spectators' SMS messages 30 may be caused to take the lead in the running race. Accordingly, in Figure 4, the "Rabbit" animated figure 32.1 , representing the Rabbitoh's team, is shown to have taken the lead indicating that there have been more messages since the start of the event containing the identifier 34 "RABBIT" than containing the identifier 36 "RAIDER".
The software in the computer system 18 is adapted to present the images 32 on the screens 16, and also the relative positions and overall nature of animation of the animated figures, based on the relative number of messages identifying the two sports teams. For instance, where the number of SMS messages from spectators 14 containing the identifier 34 "RABBIT" (representing the Rabbitohs) is significantly greater than the number of messages containing the identifier 36 "RAIDER" (representing the Raiders), the animated rabbit figure 32.1 may be shown to be well ahead of the animated Viking-like figure 32.2.
The algorithms represented by the software in the computer system 18 may also be adapted to ascertain information from the aggregator facility 24 about the timing of the SMS messages 30 received from the spectators 14. In particular, the software may be adapted to cause changes to the motion of the two animated figures 32 on the screens 16 based on the rate of change of the numbers of messages identifying one of the teams relative to that in relation to the other team, during a particular time period.
For example, if spectators 14 that are supporters of the Raider team notice that their animated team representative, namely the Viking-like animated figure 32.2, is falling behind in the running race shown on the screens 16, this may encourage these spectators to rapidly increase the rate at which they send SMS messages containing the identifier for their chosen team, namely the word "RAIDER". The software in the computer system 18 may be configured such that, if it detects such an accelerated rate of receipt of messages containing the "RAIDER" identifier 36, it causes an increase in the animated running speed of the Viking-like figure 32.2 on the screens 16. Accordingly, this animated figure 32.2 may be shown to catch up to, and possibly even overtake, the animated Rabbit figure 32.1 , based on the increased rate of receipt of relevant SMS messages 30.
Should the communications link 38 between the computer system 18 and aggregator 24 facility fail, the computer system 18 will not be able to ascertain the numbers of SMS messages 30 from the spectators 14 containing the identifiers 34, 36 of the competing teams. If the race being displayed on the screens 16 were to suddenly be terminated as a result, this might cause undesirable surprise and disappointment to the spectators 14.
To address this, according to a preferred embodiment, the software in the computer system 18 includes a contingency feature. In the event that such communications failure occurs, and receipt of relevant information relating to the spectators' SMS messages 30 is interrupted, the software causes the movement of the animation display to continue on the screens 16. However, as the outcome of the running race can no longer be determined based on the SMS messages 30 sent by spectators 14, the software may be adapted for there to be, for example, a "dead heat" between the competing animated subjects. Alternatively, one or the other of the competing figures 32 may be shown to win the race based on an extrapolation of the circumstances relating to the race immediately prior to the communications failure.
According to a further alternative, discussed further below, the software may contain features to generate data, in particular, random data, to be substituted for the data relating to the SMS messages, to serve as a basis for affecting the actions and relative performance of the competing animated figures 32.
After a predetermined race distance or event time, an 'event winner' is declared and an image or animation shown accordingly.
According to a preferred embodiment, subscriber telephone numbers of the handheld devices from which the spectators' SMS messages 30 are received are identified and stored by the aggregator facility 24.
Also according to a preferred embodiment, these numbers are automatically entered into a draw for one or more prizes. According to this embodiment, one or more of the stored numbers may be randomly selected by the computer system 18 for allocation of a prize to the spectator that possess the handheld device corresponding to each winning subscriber telephone number. In one embodiment, the draw is carried out by the aggregator facility 24 or an operator thereof. The selection may for example be carried out using random selection software.
The spectator 14 to whom the prize is to be awarded can be contacted by a suitable means to advise of the win and to inform the spectator as to how the prize can be collected. The suitable forms of contact may include a text message, which may be sent from the computer system 18, a direct telephone call, etc.
Spectators 14 may be contacted in similar ways when their subscriber telephone numbers are first entered into the draw to confirm that this has occurred. According to one embodiment there is only a single jackpot prize, while in other embodiments, a number of lesser prizes may be available - for example ten $50 prizes as indicated in Figure 2.
According to one embodiment, the draws and allocation of prizes occur immediately after the end of the animated running race shown on the screens 16. According to another embodiment, they are awarded at intervals or during time periods during the animated race. In this case, the computer system 18 may be adapted to cause a display to appear on the screens 16, for example as an inset within, or adjacent to, the display of the animated race, indicating the award of a prize to a spectator 14.
According to one example, the animated figure 32 on the screen 16, representing the team identified by the spectator that wins such a lesser prize, may be shown to jump up or to give some other gesture indicating a victory. In addition, an image indicative of the prize, for example, $50, can flash on the screens 16.
According to another embodiment, each spectator 14 from whom an SMS message 30 is received at a predetermined time, or at the end of a predetermined period following a predetermined starting time, may be awarded a lesser prize. For example, such a prize may be awarded to each spectator 14 from whom an SMS message 30 is received at a predetermined time after a starting time "t0" The predetermined time, according to a preferred embodiment, is a multiple of 10 seconds from to.
According to one embodiment, it is the aggregator facility 24 that determines the time, or time period, for awarding such prises. Such time periods may be spaced from one another by a fixed time interval or varying time intervals in different embodiments.
It will be appreciated that mobile telephone service providers usually charge fees for transmitting SMS messages. According to a preferred embodiment of the invention, revenue obtained for such SMS messages 30 sent by spectators 14 may be shared, in predetermined proportions, by the relevant services providers in relation to the handheld devices from which the SMS messages are sent, the operator of the aggregator facility 24, and the game provider. For example, for each fee charged, the relevant service provider might receive half of the fee amount, while the other half is shared equally between the operator of the aggregator facility 24 and the game provider.
It will be appreciated that the software in the computer system 18 is a key aspect in determining the nature and apparent movement of the animated images 32 displayed on the screens 16.
According to a preferred embodiment of the invention, the computer system 18 includes primary software and secondary software.
The primary software represents several algorithms which affect the apparent movement of the animated figures 32 appearing on the screens 16 based on the numbers of SMS messages 30 received from the spectators 14 containing the identifiers 34, 36 of the sporting teams.
It will be appreciated that each SMS message with the identifier 34, 36 of a particular one of the teams reflects support for that team by the spectator 14, and the SMS message effectively serves as a single vote for that team.
Apart from the fact that the primary software is adapted to affect the apparent movement of the animated figures 32 on the screens 16 based on the identifiers 34, 36 contained in the SMS messages 30 sent by the spectators 14, it also has the important feature, according to a preferred embodiment, of being able to affect the apparent behaviour or type of behaviour of the animated figures based on other predetermined factors pertaining to the context of the animated race.
For example, if one of the animated figures 32 in the animated race is a long way ahead of the other animated figure, the software can cause one or both of the animated figures to appear to engage in "showboating" behaviour.
Also, for instance, if one of the animated figures 32 has been behind the other figure in the animated race and then begins to catch up, this animated figure may begin to move in a way that suggests that the figure is applying greater effort, or taking longer strides, and so on. In addition, the animated figures 32 may be shown to interact with each other. For example, if one of the animated figures 32 is about to take the lead in the animated race, that figure may, as part of the animation, appear to throw an object in the path of the other animated figure to serve as an obstacle.
As exemplified by the above scenarios, the algorithms represented by the software may be adapted to determine if the race, at any time, involves any of a number of different contexts, and to affect the nature of the animation based on the identified context or combinations of contexts.
By way of a further example, the software may be adapted to assess the popularity of the race event among the spectators 14, and their level of interest, based on the number and rate of the SMS messages 30 that they send. Depending on what is assessed, the software may be adapted to modify the apparent running speed of one or both of the animated figures 32, or change the appearance of the figures to reflect apparent emotions or behaviours such as a sense of urgency, anguish, happiness, etc.
In addition, the software may be adapted to modify the apparent context of the race. By way of example, should the SMS messaging by the spectators 14 become overly one- sided in the sense that there is a far greater number of messages sent identifying one of the two sports teams than those identifying the other team, then the software may be adapted to change the positions, configurations or orientations of the animated figures 32 to make the race appear more closely contested between the two figures and hence attempt to stimulate more excitement and interest among the spectators 14.
Furthermore, the software may be adapted to compensate for different overall numbers of SMS messages sent (as opposed to their relative nature), so that the animated movements of the figures 32 appear similar regardless of this overall number.
According to the above embodiments, the software is preferably adapted such that, even though it makes the adjustments to the animation based on a one-sided nature of messaging or the overall numbers of SMS messages sent, it does not change the fact that the actual outcome of the animated race (i.e. the identity of the animated figure 32 that wins the race) is determined by the factors that would have applied in the absence of such an adjustment (such as the relative number of SMS messages sent, or the rate of change of the numbers of such message being sent).
The above types of compensation in the animation can assist in maintaining a competitive spirit among the spectators and hence their level of excitement and interest, even if there is a relatively low volume of messages being sent.
As mentioned above, according to the preferred embodiment the aggregator facility 24 has a website on which it presents the relevant information pertaining to the numbers of SMS messages received from the spectators 14, that will be used by the computer system 18 for determining the nature of animation displayed on the screens 16. The secondary software is adapted to continually poll, via a suitable telecommunications link 38, the web site to ascertain the information presented. For example, the secondary software may assess each line of data relating to such messages and count the number of messages containing an identifier of each sports team. It can then write these figures to a local file on the computer system 18 for use and processing by the primary software.
The primary software, in turn, is effectively adapted to simulate a dynamic event by polling the data file.
The advantage of having the secondary software separate from, and running in conjunction with, the primary software is that it assists in preventing any inconsistencies in the internet communication from directly affecting the speed and reliability of the animation.
An important feature of a preferred embodiment of the invention is that the computer system 18, preferably the secondary software, is able to determine if the communications link 38 with the website of the aggregator facility 24 is lost or disabled. Another important feature is the ability to immediately begin compensating for the lost communication link 38, causing animations to be generated on the screens 16, which are consistent with those being generated prior to the communication link being lost, but which are based on random or other input rather than the specific input of the data based on the spectators' SMS messages 30. Such alternative input may be used until such time as the communication link 38 is restored and the input for the animation can once again be based on the actual data regarding the SMS messages 30 from the spectators 14.
Accordingly, if such a communication link 38 is lost, these features enable the animated race to continue to be generated by the computer system 18 on the screens 16 substantially in real time, with minimal or no visible indication to the spectators 14 of the lost communication. This ability is an important contingency feature of a preferred embodiment of the invention.
Indeed, according to a preferred embodiment, the software of the computer system 18, preferably the secondary software, has a further contingency feature. This feature is that it is adapted to generate suitable random numbers to take the place of numbers otherwise obtained from the aggregator facility 24, for use in determining the animated motion of the animated figures 32 on the screens 16. This feature can be used in the event that the local data file becomes damaged or for any reason remains static during the animated race. If this were to occur, then in the absence of such a contingency feature, the animation could hang or otherwise fail.
As mentioned above, the awarding of prizes to spectators 14 is based on random draws in relation to their subscriber telephone numbers. Accordingly, the awarding of these prizes is not based on the outcome of the animated race between the animated figures 32. Consequently, if the communications link 38 is lost as mentioned above, and if the generation of the animated race is continued based on an alternative (e.g. random) number input, this does not affect the integrity of the process of allocating prizes to spectators 14.
Reference is now made to Figure 5 which is block diagram representing a method for performing the invention according to one preferred embodiment.
Block 50 represents the receiving of messages 30 by the aggregator facility 24, while block 52 represents the capturing and storage of the subscriber telephone numbers of the participant spectators that send the messages. Block 54 represents the query, effected by the aggregator facility 24, as to whether the received message contains the identifier 34 "RABBIT" representing the Rabbitohs team. If the answer to this query is "yes" as indicated at 56, then a stored total number of messages with this identifier is incremented, as represented by the block 58.
If the answer to the query is "no", as indicated at 60, then there is a further query, as represented by the block 62, as to whether the received message contains the identifier 36 "RAIDER" representing the Raiders team.
If the answer to this query is "yes" as indicated at 64, then a stored total number of messages with this identifier is incremented, as represented by the block 66
Then, another query represented by the block 68 follows, as to whether, at the time when the query is carried out, the total number of messages received containing the identifier 34 "RABBIT" exceeds that for the identifier 36 "RAIDER".
If the answer to this query is "yes" as indicated at 70, then the software of the computer system 18 is caused to place the RABBIT figure 32.1 ahead of the RAIDER figure 32.2 as represented by the block 72.
This is followed by the query, represented by the block 74, as to whether the rate of increase in SMS messages containing the identifier 36 "RAIDER" exceeds that for the identifier 34 "RABBIT".
If the answer to this query is "yes" as indicated at 76, then the RAIDER animated figure 32.2 is caused to accelerate as represented by the block 78.
If the answer to the query at 74 is "no" as indicated at 80, then the query at 74 is repeated.
If the answer to the query represented by the block 68 is "no" as indicated at 82, then similar steps as represented by the blocks, queries and query answers 72 to 80 follow, as represented by the blocks, queries and query answers 84 to 92, respectively, where the actions in relation to the "RAIDER" identifier 36 and figure 32.2 on the one hand, and the "RABBIT" identifier 34 and figure 32.1 , are reversed. Then, there follows the further query, represented by the block 94, as to whether the running race has been completed.
If the answer to this query is "yes" as indicated at 96, then the process ends as represented by the block 98. If the answer to this query is "no" as indicated at 100, then the whole process, starting at the step at 50, is repeated again. Thus, the process of adjusting the motion of the animated figures 32 is continually repeated and "refreshed" based on the messages which continue to be received.
A summary as well as advantages of embodiments of the invention are now described.
From the above it will be appreciated that the software of the computer system 18:
• establishes the context of the animated race based on the dynamics of SMS messages 30 received from the participant spectators 14;
• is able to modify the animated behaviour of the animated figures 32 based on the context of the race;
• displays little or no change in the presentation of the animated race based on whether there is an overall low or high volume of SMS messages 30 being sent by the participant spectators 14;
• includes contingency aspects to enable the race event to continue even if the communications link 38 with the aggregator facility 24 fails.
The secondary software of the computer system 18 effectively monitors telecommunications activity between the computer system and the aggregator facility
24 and provides message information data locally to the primary software so that internet connection problems need not result in the race animation hanging, pausing, running slowly etc. The secondary software is adapted to detect breaks in the communications link 38 and begins to generate alternative (e.g. random) data to be substituted for the actual SMS message information data in the event of communications link failure. Should the communications link 38 return to normal operation, the software allows for normal functionality to be resumed, in which the SMS message information data is once again used as the input for determining the nature of the race animation. The software is adapted to affect the motion of the animated figures 32 to maintain the appearance of a close competition between the figures even if the SMS messages significantly favour one or the other figure, but without actually affecting the final outcome of the animated race. This assists in stimulating excitement and interest among the spectators. 14
Although the invention is described above in relation to preferred embodiments, it will be appreciated by those skilled in the art that it is not limited to those embodiments, but may be embodied in many other forms.
For example, embodiments of the invention may involve spectators 14 watching the sports event on television devices at locations remote from the venue 12, and participating by the sending of appropriate SMS messages, and viewing the progress of the animated race and the awarding of prizes on these television devices.
In addition, the principles of the animation, for example showing competing animated figures, the motion and relative performance of which are determined by messages sent by participating spectators 14, may be implemented in various broadcast environments, and need not involve a sports match played at a particular venue, as in the embodiments described above. For example, such an animated competitive event may be implemented over a cable television network, as a competition between two animated figures that may, for example, be representations of actual people or characters known to the spectators, such as celebrity figures. In this case, spectators, typically fans of such celebrities, may send SMS messages as a form of support for their choice of celebrity, and also be eligible to win prizes on offer.
According to another embodiment, players can access a website of a game provider, using personal computers or similar digital data processing devices. The players can input messages using an online chat facility, each message constituting a count or vote in favour of one of a number of competing animated figures presented on the website. The messages are received and stored by a volume driver mechanism so that, in a manner similar to the embodiments described above, the number of messages sent in favour of the respective competing figures determines their relative animated performance. The embodiment may also allow for the volume driver mechanism to be driven by sources of input other than messages sent using an online chat facility, such as, for example, direct telephone calls or SMS text messages.
As further alternatives, embodiments of the invention may involve spectators 14 watching the animated event on other types of device such as computer displays (monitors or screens), smartphone or other handheld devices, and so on.
One or more other supported means for the spectators 14 to send messages may be enabled in various embodiments, such as messages entered via specific websites (other than those already mentioned herein), using interactive features available on cable or subscription television services (for example, by pressing suitable buttons at appropriate times on remote control devices relating to such services), and so on.
In addition, while the animated display has been described above in relation to a running race between the two animated figures 32, other types of competitive events may be involved, for example, animated boxing matches or other fighting competitions, penalty shootouts relating to ball sports or other games, etc.
While the above embodiments have been described primarily in terms of two sports teams (and hence two competing animated figures), other embodiments may involve a greater number of competing teams and competing animated figures. For example a major rugby competition may include at least ten teams that compete with one another during specific matches, and accordingly, an animated race may involve, say, ten competing figures representing the ten sports teams.

Claims

1. A method of providing an entertainment event to participants, the method including: 1.1 providing a computer system having software and processing means;
1.2 identifying at least two categories of message each category having at least one message criterion, the at least one message criterion of each category differing from that of each other category;
1.3 inviting participants to send messages to a predetermined message recipient using a predetermined manner of messaging, each message to satisfy the at least one criterion of a respective one of the categories selected by the particular participant;
1.4 causing message information in relation to each respective category, such information pertaining to messages received by the recipient from said participants, to be entered into the computer system during the event if such information is available from the recipient to the computer system, the message information in relation to each category including information regarding the numbers of messages received during the event that satisfy the at least one criterion of that category;
1.5 causing the software of the computer system to generate a display on a display apparatus for viewing by the participants wherein the display includes an animated image;
1.6 after the entering of such message information into the computer system, causing the computer system to effect changes to the animated image during the event, said changes being determined by said message information in relation to the respective categories; and
1.7 repeatedly carrying out steps 1.4 and 1.6.
2. A method of providing an entertainment event according to claim 1 , wherein, in step 1.5 said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the numbers of respective messages satisfying the at least one criterion of the respective categories.
3. A method of providing an entertainment event according to claim 1 , wherein, in step 1.5 said animated image includes a plurality of elements which are displayed on the display apparatus as competing elements, and wherein in step 1.6, said changes to the animated image are shown as movements of the competing elements reflecting relative performance between them, said relative performance being determined by differences in the respective rates of change of the numbers of respective messages satisfying the at least one criterion of the respective categories.
4. A method of providing an entertainment event according to claim 2 or claim 3, wherein each said element is an animated figure displayed on the display apparatus.
5. A method of providing an entertainment event according to claim 4, wherein said movements of the competing animated figures reflecting relative performance between them, are displayed as a running race in which the animated figures are depicted as competing with each other.
6. A method of providing an entertainment event according any one of claims 2 to 5, including causing the computer system to generate predetermined types of animated motion to the animated image in response to predetermined categories of occurrence in the animated motion of the competing elements.
7. A method of providing an entertainment event according to any of the preceding claims, wherein, in step 1.3, the predetermined manner of messaging includes sending an SMS message, to be sent from a handheld device held by the respective participant.
8. A method of providing an entertainment event according to claim 7, wherein the entertainment event is provided to spectators of a sporting match between two sports teams at a sports venue, and the participants are plurality of said spectators.
9. A method of providing an entertainment event according to claim 8, wherein the display apparatus includes a display apparatus at the venue, and the participants include participants at the venue.
10. A method of providing an entertainment event according to claim 8 or claim 9, wherein the display apparatus includes at least one of television display devices, handheld devices, and computer displays, at locations remote from the venue and the participants include participants at the remote locations.
1 1. A method of providing an entertainment event according to any one of claims 8 to 10, wherein, in step 1.2, said at least two categories of message are two categories wherein the at least one criterion of one of the categories is that the message includes a predetermined identifier for identifying one of the sports teams, while the at least one criterion of the other category is that the message includes a predetermined identifier for identifying the other of the sports teams.
12. A method of providing an entertainment event according to any one of the preceding claims including awarding a prize to a winning participant, the winning participant having been selected from among the participants by the storing, and placing in a draw, of a predetermined type of identifier of each participant and the selection of the identifier of the winning participant.
13. A method of providing an entertainment event according to any one of the claims 7 to 1 1 , including awarding a prize to a winning participant, the winning participant having been selected from among the participants by the storing, and placing in a draw, of an identifier of each participant and the selection of the identifier of the winning participant, wherein each participant identifier is a mobile telephone subscriber number of the handheld device from which the respective participant sends a said message.
14. A method of providing an entertainment event according to claim 13, wherein said prize is awarded to a winning participant after the participant's identifier has been randomly selected.
15. A method of providing an entertainment event according to claim 13, wherein said prize is awarded to a winning participant after the participant's identifier has been selected by virtue of the message from the winning participant's handheld device having been sent at a predetermined time.
16. A method of providing an entertainment event according to any one of the preceding claims, including the step, before step 1.4, of accessing the message information from records of a third party which has received the messages sent by the participants.
17. A method of providing an entertainment event according to claim 16, wherein the step of accessing the message information includes accessing the message information from a website provided by the third party, on which the message information is provided.
18. A method of providing an entertainment event according to claim 16 or claim 17 wherein the third party includes an aggregator facility.
19. A method of providing an entertainment event according to any one of claims 16 to 18, wherein the software of the computer system includes one software component adapted for causing the message information to be retrieved from the third party records and stored, and another software component for processing that stored information and generating a display on the display apparatus according to step 1.5.
20. A method of providing an entertainment event according to claim 19, including, if the message information from the recipient is not available to the computer system during the event, generating data using a random data generator forming part of the other software component, said data to be substituted for the message information according to step 1.6.
21. A method of providing an entertainment event according to any one of the preceding claims, wherein, in step 1.3, said inviting of participants includes inviting the participants by an invitation on the display apparatus.
22. An entertainment system adapted for performing a method according to any one of claims 1 to 21 , the system including: a said computer system having software and processing means; data entry means for causing said message information to be entered into the computer system according to step 1.4.
23. An entertainment system adapted for performing a method according to any one of claims 16 to 20, the system including an information accessing component adapted for effecting said accessing of the message information from said records of a said third party.
24. An entertainment system adapted for performing a method according to claim 20, the system including said a said random data generator forming part of the other software component.
PCT/AU2010/000668 2009-06-01 2010-06-01 Entertainment event WO2010139000A1 (en)

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AU2009902481A AU2009902481A0 (en) 2009-06-01 Entertainment System

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