WO2013019957A1 - Systèmes, procédés et dispositifs pour jeu basé sur des messages - Google Patents

Systèmes, procédés et dispositifs pour jeu basé sur des messages Download PDF

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Publication number
WO2013019957A1
WO2013019957A1 PCT/US2012/049334 US2012049334W WO2013019957A1 WO 2013019957 A1 WO2013019957 A1 WO 2013019957A1 US 2012049334 W US2012049334 W US 2012049334W WO 2013019957 A1 WO2013019957 A1 WO 2013019957A1
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WO
WIPO (PCT)
Prior art keywords
mobile
message
option
amount
question
Prior art date
Application number
PCT/US2012/049334
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English (en)
Inventor
Nikos ANGELAKIS
Patrick HARGITT
Dimitris KONTARINIS
Dimetri PANERAS
Original Assignee
Velti Mobile Platforms Limited
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Application filed by Velti Mobile Platforms Limited filed Critical Velti Mobile Platforms Limited
Publication of WO2013019957A1 publication Critical patent/WO2013019957A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/402Communication between platforms, i.e. physical link to protocol
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Definitions

  • the invention relates, in part, to a network-based game that is played relative to one or more other games or events and related methods, systems, and devices for implementing such a game.
  • gaming programmers and custodians face increased hurdles of monetizing gameplay in an effective way that allows for a wide audience to inexpensively participate, while still allowing for an incoming revenue source to the creators, owners and managers of such games.
  • one aspect of the invention relates to a method of conducting an interactive competition between a plurality of mobile device users.
  • the method can include presenting a question having a plurality of response options including one correct answer option, at least two incorrect answer options, and a responsive keyword option to a plurality of mobile device users.
  • the correct answer and incorrect answer options are specified to be of a first message type and the responsive keyword option is specified to be a second message type.
  • the method can further include receiving one response option from each mobile device user of the plurality of mobile device users that elect to participate in the competition, wherein each response option of the first message type is valued a first amount and each response option of the second message type is valued a second amount, the second amount higher than the first amount.
  • the method also can include determining a winner of the competition based upon the number of consecutive correct answers sent by one of the plurality of mobile device users.
  • the first amount is $0.00 and the second amount is above the minimum rate (which varies depending on the operator), or the first amount is above the minimum rate defined by each operator and the second amount is a premium rate.
  • the responsive keyword option is selected from the group consisting of Hint, Skip, or possible synonyms with two basic functions: (1) skip the current question and go to the next one, or (2) provide a hint to the current question.
  • the method steps are performed by a processor having a memory and one or more software modules applications configured to perform the steps of the method.
  • one aspect of the invention relates to a computer readable medium having computer-instructions for a method of conducting an interactive competition between a plurality of mobile device users.
  • the method can include presenting a question having a plurality of response options including one correct answer option, at least two incorrect answer options, and a responsive keyword option to a plurality of mobile device users, wherein the correct answer and incorrect answer options are of a first message type and the responsive keyword option is of a second message type.
  • the method can include the step of receiving one response option from each mobile device user of the plurality of mobile device users that elect to participate in the competition, wherein each response option of the first message type is valued a first amount and each response option of the second message type is valued a second amount, the second amount higher than the first amount.
  • the method also can include the step of determining a winner of the competition based upon the number of consecutive correct answers sent by one of the plurality of mobile device users.
  • one aspect of the invention relates to a mobile gameplay system.
  • the system can include a memory device and a processor in communication with the memory device.
  • the memory device comprises instructions that when executed by the processor cause the processor to: connect to a messaging gateway; send a plurality of mobile terminated messages, each message comprising a first question for a game; receive a first response to the mobile terminated message comprising a response to the question; send a second mobile terminated message comprising a second question; receive a keyword from a player of the game in response to either the first or second question; and initiate a charge at a premium rate to an account of the player in response to receiving the keyword.
  • responding to either the first or the second message is either free or charged at a rate less than the premium rate.
  • one aspect of the invention relates to a method of conducting an interactive competition over a network between a plurality of mobile device users.
  • the method includes receiving a first mobile originating message from a mobile device, the mobile originating message comprising an indicator to enable participation; transmitting a mobile terminating message to the mobile device, the mobile terminating message comprising a question having a plurality of answer options and at least one keyword option, wherein the answer options are of a first message type and the keyword option is of a second message type; receiving from the mobile device a second mobile originating message, the second mobile originating message comprising either an answer option or a keyword option, wherein the answer option of the first message type is valued a first amount and the keyword option of the second message type is valued a second amount, the second amount greater than the first amount; evaluating the second mobile originating message; if the second mobile originating message is a keyword option, transmitting a second mobile terminating message to the mobile device, the second mobile terminating message comprising the question and an assistive mechanism; and
  • the plurality of answer options include one correct answer option, and at least two incorrect answer options.
  • the first amount is $0.00 and the second amount is above a minimum rate, or is a premium rate.
  • the first amount is above a minimum rate and the second amount is a premium rate.
  • the first mobile originating message includes a premium rate and the first and second amounts are $0.00.
  • the first mobile originating message includes a premium rate
  • the first amount is $0.00
  • the second amount is either a premium rate or greater than a minimum rate defined by a service operator.
  • the keyword option is selected from the group consisting of Hint, Skip, Undo, and Ask.
  • another aspect of the invention relates to a computer readable medium having computer-instructions for a method of conducting an interactive competition between a plurality of mobile device users.
  • the method includes receiving a first mobile originating message from a mobile device, the mobile originating message comprising an indicator to enable participation; transmitting a mobile terminating message to the mobile device, the mobile terminating message comprising a question having a plurality of answer options and at least one keyword option, wherein the answer options are of a first message type and the keyword option is of a second message type; receiving from the mobile device a second mobile originating message, the second mobile originating message comprising either an answer option or a keyword option, wherein the answer option of the first message type is valued a first amount and the keyword option of the second message type is valued a second amount, the second amount greater than the first amount; evaluating the second mobile originating message; if the second mobile originating message is a keyword option, transmitting a second mobile terminating message to the mobile device, the second mobile terminating message compris
  • the plurality of answer options include one correct answer option, and at least two incorrect answer options.
  • the first amount is $0.00 and the second amount is above a minimum rate, or is a premium rate.
  • the first amount is above a minimum rate and the second amount is a premium rate.
  • the first mobile originating message includes a premium rate and the first and second amounts are $0.00.
  • the first mobile originating message includes a premium rate, the first amount is $0.00 and the second amount is either a premium rate or greater than a minimum rate defined by a service operator.
  • the keyword option is selected from the group consisting of Hint, Skip, Undo, and Ask.
  • yet another aspect of the invention relates to a mobile gameplay system.
  • the system includes a memory device; and a processor in communication with the memory device, wherein the memory device comprises instructions that when executed by the processor cause the processor to: connect to a messaging gateway; send a plurality of mobile terminated messages to a plurality of mobile devices, each message comprising a first question for a game; receive a first response from a mobile device to the mobile terminated message comprising a response to the question; evaluate the first response for a correct answer; upon determining the first response includes the correct answer, send to the mobile device a second mobile terminated message comprising a second question; receive a keyword response from the mobile device response to either the first or second question; and initiate a charge at a premium rate to an account of the mobile device in response to receiving the keyword.
  • responding to either the first or the second message is either free or charged at a rate less than the premium rate.
  • the invention relates to a campaign engine.
  • one or more of the method steps described herein are performed using a processor and a memory, wherein the processor is configured to a run a campaign engine that includes one or more engines relating thereto including one or more of an interactivity optimization engine, a dialogue engine, a contact engine, and a data analysis engine.
  • the campaign engine is configured to enable gameplay for a plurality of participants.
  • one or more of the engines can be implemented using one or more software applications and/or databases for a given implementation.
  • One or more engines can be running on one or more network accessible servers in one embodiment.
  • the one or more engines is selected from the group consisting of an interactivity optimization engine, a dialogue engine, a contact engine, and a data analysis engine.
  • one of the engines is an interactivity optimization engine configured to segment the mobile devices into a plurality of customer segments and optimize teasers for each customer segment.
  • one of the engines is a contact engine configured to register mobile devices and transmit MO messages to registered mobile devices.
  • Figure 1 shows a high-level system architecture according to an illustrative embodiment of the invention.
  • Figure 2 A depicts a data flow of an algorithm according to an illustrative embodiment of the invention.
  • Figure 2B depicts a data flow of an algorithm according to an illustrative embodiment of the invention.
  • Figure 2C depicts a data flow of an algorithm according to an illustrative embodiment of the invention.
  • Figure 2D depicts a data flow of an algorithm according to an illustrative embodiment of the invention.
  • Figure 3 depicts a user-interface of a management and configuration tool according to an illustrative embodiment of the invention.
  • Figures 4A-4H depict some of the steps of serial gameplay according to an illustrative embodiment of the invention.
  • Figure 5 depicts a data flow algorithm according to an illustrative embodiment of the invention.
  • Figure 6 depicts an activity analysis report according to an illustrative embodiment of the invention.
  • Figure 7 depicts a streak analysis report according to an illustrative embodiment of the invention.
  • Figure 8 depicts an activity survival report according to an illustrative embodiment of the invention.
  • Figures 9A-9C depict an various metric reports according to an illustrative embodiment of the invention
  • a large scale competition is a mobile device-based competition that includes between about 1,500 and about 2,000,000 participants.
  • a large scale competition is a mobile device-based competition that includes between about 10,000 and about 30,000,000 participants.
  • the invention relates to processor-based methods, systems, and devices relating to games implemented using messaging data, such as the contents of SMS messages, fee structures and rate selection relating to the same.
  • the games are suitable for playing on participant devices, such as computers, mobile phones, and mobile devices.
  • LSC Large Scale Competitions
  • the system or software application establishes connectivity to an SMS Messaging Gateway of an operator network 10, such as a mobile operator (such as for example Verizon, AT&T, T-Mobile, Sprint, etc.) such that Mobile-Originated (MO) and Mobile Terminated (MT) messages are exchanged with one or more end users.
  • Connectivity may also be established via the Web 15, e.g. a Web application, or via Interactive Voice Response (IVR) 20.
  • IVR Interactive Voice Response
  • Each end user 25 interacts with a software application, such as the Solstice application, after connecting to the network 10 (e.g., GSM, CDMA, Wi-Fi, Ethernet, fiberoptic, etc.), which accesses the SMS Messaging Gateway 10.
  • a plurality of end user 25 devices may interact with a software application such as the Solstice application.
  • the name Solstice is a fanciful name given to an embodiment of the invention. Reference is made herein to the application by name for simplicity and clarity, although one skilled in the art will recognize that other naming conventions may be given to the same, similar, or varying implementations of the system without deviating from the scope of the invention.
  • Blacklist is used to mean a group of MSISDNs that have been excluded from participating in the campaign.
  • Cap of games is used herein to mean the maximum limit of games.
  • the system sends 1 wrong answer, instead of two wrong answers, increasing the chances for a correct reply.
  • MO Mobile-Originated Short Message Service
  • SMS Short Message Service
  • MSISDN is used herein to mean a Mobile Station International Subscriber Directory Number, a number uniquely identifying a subscription in a GSM or a UMTS mobile network. Simply put, MSISDN is the telephone number of the SIM card in a mobile/cellular phone.
  • MT Mobile-Terminated SMS, or other messaging protocol, routed from a client or application and delivered to an end user such as to the mobile device of the end user.
  • the term "Pool of questions” is used herein to mean a set of questions. According to various embodiments of the invention, pools include questions of the same level of difficulty.
  • the term "Premium SMS” is used herein to mean an application-to-person (A2P) technology that is used by businesses that need to bill their consumers using the mobile channel. It works like a standard text message that is "wrapped” in an invoice which gets billed to the consumer's monthly mobile phone bill or deducted from their pre-pay account. Premium SMS cost may be significantly greater than the cost of common SMS.
  • SMS Short Message Service
  • SMS Short Message Service
  • web a text communication service component of phone, web, or mobile communication systems, using standardized communications protocols that allow the exchange of short text messages between fixed line or mobile phone devices.
  • Teaser is used herein to mean a message sent by the system to participants, in order to encourage them to continue playing. Generally, a new game is offered after sending a teaser.
  • An example of a Teaser includes: "Don't stop now! Answer more questions and gather more POINTS for today's cash prizes! Don 't waste your time! "
  • Subscribers are invited to participate in a skill-based competition, with activities including a specified maximum limit (cap) of games, with questions of a variety of levels of difficulty. Subscribers can register to start receiving skill-based questions, with multiple choice answer options including a correct answer and one or more incorrect answers. Points can be awarded for correct answers.
  • participants are given the options of receiving a hint or skipping a question for a specified number of times. Skipping a question or receiving a hint can trigger a charge that is applied to the account of a subscriber as a result of skipping questions or requesting hints while playing the game.
  • the option of undoing such as by entering the Undo keyword, is available for a specified number of times.
  • the option of asking the mobile device user community is available for a specified number of times.
  • the user can poll the community and the results are presented to the user as a percentage of other mobile device users choosing each option, e.g. if the available responses are 1, 2 or 3, the system presents the percentage for each one of them.
  • FIG. 1 shows an exemplary management and connectivity system highlighting a system architecture in accordance with an embodiment of the invention.
  • the Solstice application handles the interaction with the end user 25 via sending and receiving SMS messages.
  • the application may include a "Campaign Management Engine” Module, which includes an Interactivity and Optimization Engine 30, which segments the customer base and optimizes teasers and welcome messages sent to participants, according to recommendation algorithms based on behavioral patterns and profiling attributes of the participants.
  • the Campaign Management Engine also includes a Dialogue Engine 40, which generates activities and games with pools of questions with different difficulty levels.
  • the Dialogue Engine personalizes interaction with the use of smart fields and a Contact Engine 45, which sends customer base bulk messages to subscribers, in order to recruit them in SMS competitions.
  • messages are sent to and from a mobile device to the system.
  • the message can include one or more keywords.
  • keyword is used herein to mean textual words that are sent as an input message to the system by the participants.
  • the system sends back an appropriate reply (e.g. in the case of a "score” keyword, the system sends back to the user the number of points gathered so far in the competition) or performs the corresponding function (e.g. in the case of a "stop” keyword, the system stops sending messages to the user).
  • smart fields are used herein to mean variables associated with values which can be used in the contents of message-based teasers such as SMS teasers to provide a more personalized interaction with the participant and encourage further participation.
  • the values of the smart fields are replaced for each MSISDN or other mobile device identifier.
  • the smart field _Streak_ can be replaced with the number of consecutive correct answers for each MSISDN: "You have _Streak_ consecutive correct answers so far. Keep going.” -> "You have 12 consecutive correct answers so far. Keep going.”
  • the term “Streak” is used herein to mean consecutive correct answers.
  • the Contact Engine 45 handles and is responsible for the participant registration process.
  • a Data Analysis Engine 50 is included, which includes data warehouse and analytics related to gameplay, network traffic, messaging protocols and other metrics.
  • a connectivity component 55 is responsible for the connectivity with third parties, through such protocols as SMS, Web, WAP and IVR.
  • the application may also include a Reporting and Control module 60, which includes the LSC user interface project 65 and an LSC Dashboard 70.
  • the user interface 65 generates customized reports on usage metrics including, but not limited to, mobile-originated and mobile- terminated messages, keywords used (e.g., number of Hints, Skips, Undos and Asks used), customer care, setting up draws and administration options.
  • usage metrics including, but not limited to, mobile-originated and mobile- terminated messages, keywords used (e.g., number of Hints, Skips, Undos and Asks used), customer care, setting up draws and administration options.
  • Hit is used herein to mean a clue or other assistive device regarding the correct answer.
  • the term “Skip” is used herein to mean skipping a question and moving forward to the next one.
  • Undo is used herein to mean withdrawing a wrong response in order not to end a game and miss a streak.
  • Ask is used herein to mean a Request from system to receive a response including what a mobile device user community responded regarding a specified question, e.g. if the available responses are 1, 2 or 3, the system presents the percentage of what the community responded for each one of them.
  • the consolidated dashboard 70 allows internal reporting and comparison across all projects according to one embodiment of the invention.
  • the Reporting and Control Module 60, and specifically the Project user-interface 65 provides an interface for management- side operations to the system such as call centers, client management, and project management 75.
  • the Dashboard provides an interface between the campaign operators and business optimization agents 80 and the system.
  • the interaction of the software application that initiates and performs steps relating to gameplay with the end user can be achieved via a "Play for Free" mechanism or processor-based game.
  • the illustrative mechanism is a message, such as SMS, and skill based mechanism implementing a game using a device and software that presents a series of questions. Each question may be presented with multiple possible answers, including one correct answer, one or more wrong answers, the option of Skip, as well as the option of Hint. In some embodiments the options of Undo or the option of Ask may be used in addition to the options of Skip and Hint. Table 1 below details exemplary keywords and their corresponding system actions in accordance with an embodiment of the invention.
  • the goal is to collect the maximum number of consecutive correct answers within a specified time period (e.g., a week, several weeks, a month, etc.) in order to win competition prizes. In some embodiments, there are no points awarded. In some embodiments, the game can reset if the participant sends a wrong answer.
  • a cap or limited number of games can be played within a specified time period. For example, after a specified number of wrong answers are selected, participants can be timed-out or otherwise forced or caused stop playing for a predetermined time period within the campaign. An unlimited number of games can also be played during a campaign. Given that a streak of correct answers being generated in response to questions is the goal, there is an incentive to skip questions or requests hints using a keyword to help increase the likelihood of a successful streak.
  • the user initiates gameplay on her device and at some point if the participant does not know the answer to a question or game, in order to avoid ending the current game and starting over, the participant can either send a Skip message to skip the question or a Hint message to omit one of the wrong answers, or otherwise provide assistance to the participant.
  • the participant can send an Undo message, which has the functionality of skipping a question, after having submitted a wrong answer, in order to not end the game.
  • the participant can have the option of sending Ask to receive what other participants have responded to the same question.
  • the Skip and Undo keywords send the next question.
  • the number of keywords a participant can use in a single series may be limited by use of a counter.
  • the counter can be an icon or number displaying the number of remaining Hints, Skips, Undos and Asks that are available to the participant.
  • the Hint keyword resends the same question, omitting one or more of the wrong answers, and cannot be used more than once in the same question.
  • the user can send up to a certain number of Skip Hint, Undo and Ask keywords.
  • a participant may only receive 3 of each keyword during a series of gameplay.
  • the participant may receive a total number of keywords and can opt to pick whichever keyword the participant choose, even using the same keyword multiple times until the participant has reached the maximum number.
  • unused Skip, Hint, Undo and Ask keywords cannot be transferred or carried over to the next game.
  • the Skip, Hint keywords, Undo and Ask keywords may be subject to a premium charge or can be are billed to the end user.
  • the rest of the messages are billed to the end user at standard rates (e.g., texting and/or SMS rates) or are not charged.
  • only the first message of each game is of premium charge, or is billed at standard rates.
  • a message triggering the game including for example the keyword "START" could trigger a selected charge plan for that series of game play.
  • Table 2 below reflects various embodiments of a starting keyword initiating gameplay and the exemplary payment packages associated therewith.
  • Starting keyword response Participant response to Keyword response e.g. Skip, (e.g. START) question (e.g. 1, 2 or 3) Hint, Undo, Ask)
  • the four levels of difficulty regarding the questions sent to the users may be implemented.
  • the four levels may correspond to four different pools of questions, including Easy, Medium, Difficult and Not readily searchable via an Internet search engine ("non-searchable").
  • “non-searchable” means that the question cannot be explicitly answered by entering the corresponding keywords or their synonyms or a paraphrase of their meaning in an Internet engine.
  • the application mechanism may randomize questions in randomized in two ways. The first is that the order of the questions in relation to the level of difficulty can be configured. For example, first an easy question may be sent to the user, then two questions of medium difficulty, then a difficult one and then two non-searchable questions and so on. Questions of different levels of difficulty may be served in any order.
  • the second way questions may be presented is by randomizing the questions within each pool of questions per user.
  • quiz answers may include one correct and two wrong options, which are shuffled per user.
  • a user-identifier algorithm 200 is implemented to ensure the user is authorized to participate.
  • a user may initiate a mobile- originating message 201 to begin gameplay.
  • the mobile-originating message may be responding to an offer to play, selecting a hyperlink from a mobile web page, or any other communication protocol from the user's device.
  • a unique device or user identifier e.g., a MSISDN or username
  • blacklisted 202 or otherwise prevented from playing then the user can receive a mobile-terminating message 204 stating that the participant is not eligible to join the game.
  • Users may be blacklisted for safety concerns, such as for a group of known minors. Alternatively, a user may be blacklisted because of where they are geographically or because of various types of actions or non-actions associated with their account.
  • a check 203 is run to determine of the user has been registered on the system. If the user is not registered a "Welcome message" 206, as well as an "Info” message 207 are sent to the user.
  • the Info message may include the rules on how to play the game, a toll free number for calling, or other instructions or restrictions on gameplay.
  • the new participant can progress to gameplay 205. If the check 203 determines that the participant is already registered or is a return participant, the Welcome and info messages may be skipped and gameplay 205 may be directly initiated.
  • a registered participant sends a first MO 208 during the day
  • the system determines 209 whether or not that participant responded to a question from the previous day. If the participant answers a question from the previous day 210, a response is sent informing the participant that the question is not valid any more. If the participant sends Skip, Hint, Undo or Ask as a first MO of the day 214, the participant is returned to the in-session evaluation process 211. If the participant's MO is not a Skip, Hint, Undo or Ask 214, that participant receives a message that the question is not valid 215 and may be presented with a new question.
  • the daily reminder is a teaser that results in the participant being directed to the "in session evaluation" process when the participant responds to it as part of step 212.
  • the participant receives the daily reminder (teaser) and responds in one circumstance.
  • the other option directing the participant to the "in session evaluation" process is the participant sending one of the keywords (skip, hint, etc.).
  • teasers / daily reminders can be sent periodically (e.g., hourly, daily, weekly) to remind participants of the available activities and encourage them into joining the activity.
  • a teaser received earlier
  • that participant is moved to the "in session" evaluation process 211 and continues playing.
  • the application checks to see if the response is to a daily reminder such as a teaser sent by the system 212. If the MO is not in response to a daily reminder message from the system, a Welcome message is sent to the participant 213. In case an invalid message is sent to the short code and is the first MO of that day, a welcome message to the current day's game is sent.
  • any participant's consecutive correct answers are reset (set to zero).
  • the user with the best score (most consecutive answers) during the specified time period will be the winner and may be rewarded with a prize.
  • Any number of games can be made available throughout a specified time period (e.g., a minute, an hour, a day, a week, a month, etc.).
  • an unlimited number of games can be made available to a participant throughout the whole campaign period (i.e., there is no limit as to how many games a participant may play during a gameplay period.
  • the user starts playing by answering correctly. When a wrong answer is sent, the first game is terminated and the participant is guided to play a second game. Similarly, with the next wrong answer, the user is driven to another game, until the last game of the specified temporal period or until the end of the campaign for campaigns with unlimited number of games. For example, if a 5 game cap were placed on the number of allowable games during a day long period, after 5 WRONG replies the participant will receive an MT message that the specified time period's game is over and he can continue playing on another specified time period.
  • the system first checks if the MO 216 received is the participant's n th and final wrong answer 217 and if yes, all games of that period come to an end, and the participant receives a message 218 stating that the games have ended for that period. If the participant has remaining gameplay, (i.e., not maxed out the number of wrong answers), the application then checks to see of the MO includes a keyword such a Skip, Hint, Undo or Ask 219. If the MO is a keyword response, the application then evaluates the response 220.
  • a MO which contains a keyword is billable, i.e., the answer is of either "Skip" or "Hint” type. If such a response is in the MO, the system performs the MO evaluation process 220, described in further detail in connection with Figure 2D. If the MO sent is not billable, i.e., it includes a selected reply to the question sent, the system checks whether the MO is the correct answer 221.
  • the game session is terminated 222, the wrong answer count is increased by one 223, the "Skip" and “Hint” counts are reset 224, and the next game's question is sent to the participant, if applicable (e.g., less than 3 wrong answers for the day, where 3 is a configurable value, depending on the available games).
  • the reply is correct, the number of correct consecutive answers ("streaks") is increased by one 225, and the next question is sent to the participant 226.
  • the participant should respond within a specified temporal duration 227.
  • a check is run to see of the participant has received any reminders 228, and if not a reminder to respond within the specified time (e.g., thirty minutes, which is a configurable value) is sent 229 together with the question. If a reminder has already been sent the application does nothing 230.
  • the system checks whether there are “Hint”, “Skip”, “Undo” and “Ask” options available 232.
  • the "Skip”, “Hint,” “Undo” and “Ask” keywords have counters; for each of the X games the user has availability to use a number of Skips, Hints, "Undos” and "Asks”.
  • the participant can send Skip to skip the question, Undo to skip a question after submitting a wrong answer, Hint to omit one of the wrong answers, or Ask to view what other participants answered.
  • the counter should decrease by one (configurable value). The same counter change is implemented with the Undo, Hint and Ask keywords in one embodiment.
  • the participant has requested to Skip the current question, the number of available Skips is checked 241. If the number of Skips left is higher than 0 (zero), then the number of Skips is decreased by one 242 and the participant is sent the next question 243. Similarly, if the participant has requested to Undo the current question, the number of available Undos is checked. If the number of Undos left is higher than 0 (zero), then the participant is sent the next question, while the number of Undos is decreased by one. If the participant has no Skip/Undo options remaining a MT indicating such status is sent 244 and the application sends the same question back to the participant 240.
  • the Skip, Undo, Hint and Ask keyword attempts cannot be transferred to the next games.
  • the participant has already 30 consecutive correct answers and can send the Hint keyword up to three times for the current game (configurable value).
  • two Hint keyword attempts are available instead of three.
  • the game is terminated and the user starts from the beginning (zero consecutive correct answers).
  • the user is eligible to send Hint up to three times and not five. In case the participant uses all the available Hint keywords and resends a fourth one, then a reply is sent that this keyword cannot be used again.
  • personalized text within the MT messages can be configured in order to enhance message personalization and participant motivation. Text may also be customized for legal reasons. Different message parts can be served to participants based on their status. Messages, according to one embodiment may include headers as the opening part of the message as well as footers with a closing part of the message. Headers and footers can be personalized based on one or a combination of certain attributes. Exemplary attributes may include, but are not limited to, the previous device user reply requested Hint, the previous device user reply requested Skip, the number of Hints left, the number of Skips left, the number of consecutive correct messages, and the number of messages on the current day.
  • encouraging headers may be sent to participants who answer correctly to boost their participation, while informative headers may be linked to messages sent to participants who sent a wrong answer to invite them to play the next available game. Footers can be customized according to whether participants are allowed to request Skips or Hints.
  • Table 3 describes various exemplary dynamic headers based on whether or not the user has correctly answered the previous question:
  • Table 4 describes various exemplary dynamic footers in a game allowing Skips and
  • FIG. 3 a system setup user interface is depicted for the described activity.
  • the application provides an interface for a system programmer to configure and set the constraints on the offered gameplay.
  • the system programmer may configure the activity, for example, to give the participant the opportunity of three Hints 304 and three Skips 302 per game (no Undos or Asks are available in this example).
  • the keyword that participants may send to receive a hint is "Hint" 304
  • the keyword for skipping a question is "Skip" 302.
  • the format of presenting the possible answers to each question can be the following: 1. [first answer option], 2. [second answer option], 3. [third answer option], 4. Skip, 5. Hint.
  • an example configuration of gameplay may be configured to pools of questions with increasing difficulty ("easy” - A, “medium” - B, “difficult” - C, “non-searchable” - D).
  • Each question is retrieved in order of a given priority 305 from a specified pool of questions; the questions, in this example are served in the following way: First question: “easy” - A; Second question: “medium” - B; Third question: “medium” - B; Fourth question: “difficult” - C; Fifth question: "non-searchable” - D; Sixth question: “easy” - A. From this point forward, the questions are served with the same repeating order regarding the level of difficulty: A, B, B, C, D, A, B, B, C, D.
  • Gameplay activity may be triggered by a participant MO message, such as an SMS, triggered by either a registration step, a teaser (described below), or as the first MO of the day.
  • a participant MO message such as an SMS
  • teaser described below
  • Figures 4A-4H present representative steps through an exemplary gameplay series.
  • the first question of the first game is then sent to the participant as shown in Figure 4A.
  • a message 401 is presented to the participant including a questions ("Which is the national language of Canada apart from English?"), a sequence of answer options ("Send 1 for French, 2 for Portuguese, or 3 for Spanish") and instructions indicating any keywords that may be available to the participant ("You can Skip to go to the next question, of Hint to get a hint. You have 3 Hints and 3 SkipS left").
  • question 1 is from question Pool A.
  • the participant answers correctly by replying or sending an MO indicating answer 1 (French) 401 and receives the second question as shown in Figure 4B.
  • the participant is presented with another MT message 403 indicating a correct answer and presenting the next question (taken from Pool B), answer options and available keywords.
  • the participant responds selecting the option 2 404.
  • the participant receives a response MT 405 indicating a correct answer and the third question as shown in Figure 4C.
  • the third question is also taken from Pool B, to which the participant responds by sending an MO with the keyword text "Hint" 406 and receives the same question with one less option 407 as shown in Figure 4D.
  • the number of Hints available will decrease by one (to 2 in this example). With only options 1 and 2 remaining, the participant answers by selecting option 1 408.
  • a MT is sent to the participant indicating he correctly answered and the fourth question 409 as shown in Figure 4E.
  • the participant opts to skip 410 the question and receives the next one.
  • the number of Skips will decrease by one (to 2 in this example) and the next question 411 (from Pool D) is presented as shown in Figure 4F.
  • the participant asks for another hint 412.
  • the question is resent 413 with the number of hints left decreased to one and one of the possible answers removed, as shown in Figure 4F.
  • the participant answers with option 1 414 and the application sends a MT 415 indicating he has answered incorrectly and the session terminates as shown in Figure 4G.
  • additional information such as additional gameplay opportunities may be included in the session ending MT.
  • teasers can be sent during the day (or night) to the participants in order to encourage them to play the available activities. Teasers can be sent periodically (e.g., hourly, daily, weekly, etc.) as reminders may occur on a certain time period. For example, a daily reminder can occur in a period, within which it is allowed to send teasing messages to participants - from 10 a.m. until 10 p.m. Hourly teasers can occur within the allowed period, for example, whenever a participant is not active for an average time of 45 minutes (configurable value).
  • a daily teaser could consist of any number of MTs and can have static content and or dynamic content (MTs formed by an Activity mechanism).
  • a daily teaser occurs and is valid for an entire customer base, after a certain time of inactivity, during the specified period.
  • An 'N' day teaser occurs and is valid for an entire customer base, after 'N' days of inactivity, during the specified period on specific days.
  • a teaser 501 may be sent out to participants according to an algorithm in which a first step includes checking a unique identifier list 502 for the account of users to whom the teaser may be sent. A check is performed to see if teasers have been sent to all of the participants on the list of identifiers. If the list is finished, the algorithm exits 504 until the next round of teaser transmission is set to resume. If there are remaining participants on the list still awaiting teasers, a check is run to see if an hourly teaser was sent 505. If the hourly teaser was not sent, a check is run to determine if the participant has sent an MO during that hour 506. If the participant has not sent an MO during that hour, a teaser is sent 507. If the participant has been active during that hour, no teaser is necessary and the algorithm moves to the next participant identifier 514.
  • a check is run to determine if a daily teaser has been sent 508. If a daily teaser has not been sent, a check is run to determine if the participant has been active, by sending an MO, during that daily period 509. If the participant has not been active during the daily period a teaser is sent 510. If the participant has been active during the daily period, no teaser is necessary and the next participant is checked 514. If a daily teaser has already been sent to the participant, the application then checks to determine if a teaser has been sent during the N day period 511.
  • a check is run to determine if the participant has been active during the period 512. If the user has not been active, a teaser is sent 513, while if the participant has been active, no teaser is necessary and the algorithm moves to the next participant 514. If the N day teaser has already been sent to the participant, the algorithm proceeds to the next participant 514.
  • Table 5 lists exemplary smart fields.
  • the smart fields are designated using Smartfield Name_ in one embodiment.
  • the smartfields can be used in the contents of hourly and daily teasers, including counts for the number of consecutive correct answers, the numbers of Hints and Skips used and are replaced with the values that exist for each unique device or user identifier (e.g., a MSISDN).
  • _STREAK_ The current maximum A mobile device user A mobile device number of consecutive has _STREAK_ user has 3 correct answers. consecutive correct consecutive
  • _MAXSTREAKTD_ Today's maximum A mobile device user A mobile device number of consecutive has user has 6 correct answers. _MAXSTREAKTD_ consecutive
  • _MAXSTREAKWK_ This week's maximum A mobile device user A mobile device number of consecutive has user has 100 correct answers. _MAXSTREAKWK_ consecutive
  • _SkipsLEFT_ The number of Skips A mobile device user A mobile device left. can skip _SkipSLEFT_ user can skip 2 more questions. more questions.
  • the reporting and control module of the system provides for various analytics and metrics that can be obtained by a system administrator, monitor, programmer or other application management personnel.
  • Activity analysis can be performed by a system administrator, monitor, programmer or other application management personnel.
  • an "Activity Analysis" report may be generated.
  • An exemplary report may display various activity metrics such as the number of Hints and Skips for a given period, as well as the total and average numbers for both Hints and Skips. The period can be the previous day, the current month and since the beginning of the campaign. The number of questions that have broken the streak may also be shown.
  • Figure 6 shows an exemplary Activity Analysis report in accordance with an embodiment of the invention. Table 6 below identifies the exemplary metrics and descriptors included in a report.
  • Hint The number of hints The number of The number of for the previous day hints for this hints since the month beginning of the campaign
  • Average The average number The average of skips, hints and/ number skips, number of skips, or undo-s, and/ or hints and/ or hints and/ or asks for the previous undo-s, and/ or undo-s, and/ or day asks for this asks since the month beginning of the campaign Break streak First Activity
  • the sequence The sequence The sequence question number of the number of the number of the question, which is question, which question, which missed by the is missed by the is missed by the is missed by the participants and participants and participants and participants and breaks the streak for breaks the streak breaks the streak breaks the streak breaks the streak the first activity for for the first for the first the previous day activity for the activity since the current month beginning of the campaign
  • Second Activity The sequence The sequence number of the number of the number of the question, which is question, which question, which missed by the is missed by the is missed by the participants and participants and participants and breaks the streak for breaks the streak breaks the streak the second activity for the second for the second for the previous day activity for the activity, since current month the beginning of the campaign
  • the sequence The sequence number of the number of the number of the question, which is question, which question, which missed by the is missed by the is missed by the participants and participants and participants and breaks the streak for breaks the streak breaks the streak the Xth activity for for the Xth for the Xth the previous day activity for the activity, since current month the beginning of the campaign
  • a Streak Analysis reporting interface displays the number of streaks per day together with the average for all week days.
  • a streak represents a series of consecutive correct answers, which may or may not belong to the same activity.
  • Figure 7 shows an exemplary Streak Analysis report.
  • the report includes the number of streaks. This is the number of correct consecutive answers, which may not belong to the same activity.
  • the report may also detail the number of participants who achieved that number of streaks, on that specific day. Additionally, the average number of participants who achieved the specified number of streaks for that week may be reported.
  • an Activity Survival interface displays the percentage of participants who played and completed the activities for each day over a selected time period.
  • Figure 8 shows an exemplary Activity Survival report.
  • the Activity Survival report may be broken up by individual activities of may be totaled across all activities.
  • a MO Billing screen (in this example called "project Console") displays information related to old and new users who enter the campaign from a free of charge or from a billed shortcode, MOs, MTs and teasers.
  • the counts provided are for the current day ("Today"), the previous day same time ("24 Hrs ago") and the previous week same time ("7 Days Ago”).
  • Figure 8 shows an exemplary MO Billing report. Under the “Users" heading for all shortcodes, all users who entered the competition from any shortcode, free or billable message are tracked, as well as new users who registered on that day and entered the competition from any shortcode, free or billable.
  • a billable message means a message that is charged, according to a specific rate
  • the system tracks all users who entered the competition via the free shortcode and have sent All messages Only from the free shortcode, new users who registered on that day and entered the competition via the free shortcode and have sent All messages Only from the free shortcode, old users who registered in previous days (old users) and entered the competition via the free shortcode and have sent All messages Only from the free shortcode, and the total of users since the start of the competition who entered the competition via the free shortcode and have sent All messages Only from the free shortcode.
  • the system tracks all users who sent at least one billed MO, new users who registered on that day and sent at least one billed MO, old users who registered in previous days (old users) and sent at least one billed MO, and the total of users since the start of the competition who sent at least one billed MO.
  • the system tracks All MOs from new and old users for that day sent via any shortcode free or billable (billed mos +free_mos), MOs by users who registered on that day (new users) sent via any shortcode free or billable (Free_new_users_mos + Billed_new_users_mos), MOs by users who registered in previous days (old users) sent via any shortcode free or billable (Free_ users mos + Billed users mos) - (Free new users mos + Billed new users mos), and the total of all MOs since the start of the competition sent via any shortcode free or billable.
  • the system tracks All MOs for that day sent via the free shortcode (Free_mos), MOs by users who registered on that day (new users) sent via the free shortcode (Free_new_users_mos), MOs by users who registered in previous days (old users) sent via the free shortcode (Free users mos - free new users mos), and the total of all MOs since the start of the competition sent via the free shortcode.
  • billed MO tracking the system tracks All MOs for that day sent via the billed shortcode (Billed mos), MOs by users who registered on that day (new users) sent via the billed shortcode, MOs by users who registered in previous days (old users) sent via the billed shortcode, The total of all MOs since the start of the competition sent via the billed shortcode.
  • the system can also track the MTs sent according to Dialog messages, Teaser messages, and a ratio of MT messages to MO messages.
  • Dialog messages the system tracks All Dialog MTs for that day, Dialog MTs sent to users who registered on that day (new users), Dialog MTs sent to users who registered in previous days (old users), and the total of all dialog MTs since the start of the competition.
  • Teasers the system tracks all teaser MTs for that day, Teaser MTs sent to users who registered on that day (new users), teaser MTs sent to users who registered in previous days (old users), and the total of all teaser MTs since the start of the competition.
  • the ratios of MT to MOs can be tracked. For example, these ratios can be tracked according to the sum of all dialog and teaser MTs divided by the total number of MOs for that day; the sum of total dialog and teaser MTs sent by new users, divided by the total number of MOs; the sum of total dialog and teaser MTs sent by users who registered in previous days, divided by the total number of MOs; and the sum of total dialog and teaser MTs, divided by the total number of MOs, since the start of the competition.
  • Figures 9A-9C show various reports generated for recent periods including the present day ( Figure 9A), the previous 24 hours ( Figure 9B) and the prior week ( Figure 9C). These reports are generated using a reporting tool having a graphical user interface which has been implemented with an algorithm based on Java technologies, more specifically "JavaServer Faces" and “RichFaces”.
  • compositions are described as having, including, or comprising specific components, or where processes are described as having, including or comprising specific process steps, it is contemplated that compositions of the present teachings also consist essentially of, or consist of, the recited components, and that the processes of the present teachings also consist essentially of, or consist of, the recited process steps.
  • a mobile device or an end user device include, without limitation, mobile phones, smart phones, iPads, Android-based devices, tablets, personal digital assistants, hand-held computers, ultra-mobile personal computers, notebooks, laptop computers and the like.
  • the system can include one or more computers or servers that contain and/or run the application, and a visual display for viewing a graphic user interface.
  • Devices, computers, and servers preferably include a processing unit or processor, a system memory, a disk storage, a communication interface, an input device, an output device, and a system bus.
  • System bus couples system components including, but not limited to, system memory to processing unit.
  • the processing unit can be any of various available processors.
  • Storage may include removable or fixed, volatile or non- volatile or permanent or rewritable computer storage media.
  • the computer readable medium can be any available medium that can be accessed by a general purpose or special purpose mobile device.
  • a computer readable medium can comprise flash memory, RAM, ROM, electrically erasable programmable read only memory (EEPROM), optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to store digital information on a mobile device.
  • the computer readable medium embodies a program, functions, and/or instructions that cause a device, computer, or server to operate in a specific and predefined manner as described herein.
  • the messaging, application, and reporting discussed herein can be implemented as software code to be executed using any suitable computer language and may be stored on any of the storage media described above, or can be configured into the logic of device, computer or server.
  • Such software code may be executed using any suitable computer language such as, for example, Java, Javascript, C++, C, C#, Perl, Visual Basic, database languages, APIs, various system-level SDKs, assembly, firmware, microcode, and/or other languages and tools.
  • the present invention may be embodied in many different forms, including, but in no way limited to, computer program logic for use with a processor (e.g., a microprocessor, microcontroller, digital signal processor, or general purpose computer), programmable logic for use with a programmable logic device, (e.g., a Field Programmable Gate Array (FPGA) or other PLD), discrete components, integrated circuitry (e.g., an application Specific Integrated Circuit (ASIC)), or any other means including any combination thereof.
  • a processor e.g., a microprocessor, microcontroller, digital signal processor, or general purpose computer
  • programmable logic for use with a programmable logic device, (e.g., a Field Programmable Gate Array (FPGA) or other PLD), discrete components, integrated circuitry (e.g., an application Specific Integrated Circuit (ASIC)), or any other means including any combination thereof.
  • FPGA Field Programmable Gate Array
  • ASIC application Specific Integrated Circuit
  • Source code may include a series of computer program instructions implemented in any of various programming languages (e.g., an object code, an assembly language, or a high-level language such as Fortran, C, C++, JAVA, or HTML) for use with various operating systems or operating environments.
  • the source code may define and use various data structures and communication messages.
  • the source code may be in a computer executable form (e.g., via an interpreter), or the source code may be converted (e.g., via a translator, assembler, or compiler) into a computer executable form.
  • the application may be fixed in any form (e.g., source code form, computer executable form, or an intermediate form) either permanently or transitorily in a tangible storage medium, such as a semiconductor memory device (e.g., a RAM, ROM, PROM, EEPROM, or Flash- Programmable RAM), a magnetic memory device (e.g., a diskette or fixed disk), an optical memory device (e.g., a CD-ROM), a PC card (e.g., PCMCIA card), or other memory device.
  • a semiconductor memory device e.g., a RAM, ROM, PROM, EEPROM, or Flash- Programmable RAM
  • a magnetic memory device e.g., a diskette or fixed disk
  • an optical memory device e.g., a CD-ROM
  • PC card e.g., PCMCIA card
  • the application may be fixed in any form in a signal that is transmittable to a computer using any of various communication technologies, including, but in no way limited to, analog technologies, digital technologies, optical technologies, wireless technologies (e.g., Bluetooth), networking technologies, and internetworking technologies.
  • the application may be distributed in any form as a removable storage medium with accompanying printed or electronic documentation (e.g., shrink-wrapped software), preloaded with a computer system (e.g., on system ROM or fixed disk), or distributed from a server or electronic bulletin board over the communication system (e.g., the Internet or World Wide Web).
  • Hardware logic including programmable logic for use with a programmable logic device
  • implementing all or part of the functionality previously described herein may be designed using traditional manual methods, or may be designed, captured, simulated, or documented electronically using various tools, such as Computer Aided Design (CAD), a hardware description language (e.g., VHDL or AHDL), or a PLD programming language (e.g., PALASM, ABEL, or CUPL).
  • CAD Computer Aided Design
  • a hardware description language e.g., VHDL or AHDL
  • PLD programming language e.g., PALASM, ABEL, or CUPL
  • Programmable logic may be fixed either permanently or transitorily in a tangible storage medium, such as a semiconductor memory device (e.g., a RAM, ROM, PROM, EEPROM, or Flash-Programmable RAM), a magnetic memory device (e.g., a diskette or fixed disk), an optical memory device (e.g., a CD-ROM), or other memory device.
  • a semiconductor memory device e.g., a RAM, ROM, PROM, EEPROM, or Flash-Programmable RAM
  • a magnetic memory device e.g., a diskette or fixed disk
  • an optical memory device e.g., a CD-ROM
  • the programmable logic may be fixed in a signal that is transmittable to a computer using any of various communication technologies, including, but in no way limited to, analog technologies, digital technologies, optical technologies, wireless technologies (e.g., Bluetooth), networking technologies, and internetworking technologies.
  • the programmable logic may be distributed as a removable storage medium with accompanying printed or electronic documentation (e.g., shrink-wrapped software), preloaded with a computer system (e.g., on system ROM or fixed disk), or distributed from a server or electronic bulletin board over the communication system (e.g., the Internet or World Wide Web).
  • printed or electronic documentation e.g., shrink-wrapped software
  • a computer system e.g., on system ROM or fixed disk
  • server or electronic bulletin board e.g., the Internet or World Wide Web
  • a module refers to software, hardware, or firmware suitable for performing a specific data processing or data transmission task.
  • a module refers to a software routine, program, or other memory resident application suitable for receiving, transforming, routing and processing instructions, or various types of data, MO data, MT data, and other information of interest.
  • Devices and systems described herein may include operatively associated computer- readable media such as memory for storing software applications used in obtaining, processing, storing and/or communicating data. It can be appreciated that such memory can be internal, external, remote or local with respect to its operatively associated computer or computer system.
  • Memory may also include any means for storing software or other instructions including, for example and without limitation, a hard disk, an optical disk, floppy disk, DVD (digital versatile disc), CD (compact disc), memory stick, flash memory, ROM (read only memory), RAM (random access memory), DRAM (dynamic random access memory), PROM (programmable ROM), EEPROM (extended erasable PROM), and/or other like computer- readable media.
  • a hard disk an optical disk, floppy disk, DVD (digital versatile disc), CD (compact disc), memory stick, flash memory, ROM (read only memory), RAM (random access memory), DRAM (dynamic random access memory), PROM (programmable ROM), EEPROM (extended erasable PROM), and/or other like computer- readable media.
  • computer-readable memory media applied in association with embodiments of the invention described herein may include any memory medium capable of storing instructions executed by a programmable apparatus. Where applicable, method steps described herein may be embodied or executed as instructions stored on a computer-readable memory medium or memory media. These instructions may be software embodied in various programming languages such as C++, C, Java, and/or a variety of other kinds of software programming languages that may be applied to create instructions in accordance with embodiments of the invention.
  • compositions are described as having, including, or comprising specific components, or where processes are described as having, including or comprising specific process steps, it is contemplated that compositions of the present teachings also consist essentially of, or consist of, the recited components, and that the processes of the present teachings also consist essentially of, or consist of, the recited process steps.

Abstract

L'invention se rapporte en partie à des procédés, systèmes et dispositifs basés sur un processeur se rapportant à des jeux exécutés à l'aide de données de messagerie, telles que le contenu de messages SMS, des structures de cotisation et une sélection de tarif s'y rapportant. Les jeux sont conçus pour jouer sur des dispositifs d'utilisateur final, tels que des ordinateurs, des téléphones mobiles et des dispositifs mobiles.
PCT/US2012/049334 2011-08-02 2012-08-02 Systèmes, procédés et dispositifs pour jeu basé sur des messages WO2013019957A1 (fr)

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