WO2015004022A1 - System and method for sending variable-dependant digital rewards to digital applications - Google Patents

System and method for sending variable-dependant digital rewards to digital applications Download PDF

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Publication number
WO2015004022A1
WO2015004022A1 PCT/EP2014/064340 EP2014064340W WO2015004022A1 WO 2015004022 A1 WO2015004022 A1 WO 2015004022A1 EP 2014064340 W EP2014064340 W EP 2014064340W WO 2015004022 A1 WO2015004022 A1 WO 2015004022A1
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WIPO (PCT)
Prior art keywords
user device
server
token
multimedia
content provider
Prior art date
Application number
PCT/EP2014/064340
Other languages
French (fr)
Inventor
Javier RUBIO
Lucía GARATE
Ruben Rodriguez
Original Assignee
Digitoyx, S.L.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Digitoyx, S.L. filed Critical Digitoyx, S.L.
Publication of WO2015004022A1 publication Critical patent/WO2015004022A1/en

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    • 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
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • G06Q30/0209Incentive being awarded or redeemed in connection with the playing of a video game
    • 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

  • the invention relates to systems and methods for sending digital rewards to applications provided in mobile apps, such as, games.
  • the present invention refers to methods for rewarding a user of a game with a determined featured for being in a place, watching a TV program, purchasing an article, amongst others.
  • Prior art systems and methods are unable to establish a link that communicates the users, the content supplier and the videogame supplier. Therefore, their marketing and rewarding campaigns must deal with this lack of interaction between the different environments and have to implement methods that, for example, are unable to establish time-restricted rewards, for example, while a multimedia content is broadcasted on TV and cannot differentiate between current broadcasting and recorded multimedia.
  • the digital reward can only be downloaded to the same phone which has been used to scan the QR code. That is, a phone cannot be used to download a digital reward into a game instance running in a different device.
  • QR codes require that the user approximates the content display and, if more than one user wants to collect a reward they need to do it one at a time, therefore, there is not enough time to reward all of the users.
  • the present invention provides solves prior art problems by rewarding the viewer of originally broadcasted material with additional benefits (that will be further mentioned also as digital rewards or added value) that can only be enjoyed by consuming original multimedia content via its intended distribution channel.
  • the proposed invention provides a system capable of disabling the delivery of added value content if the broadcasted content is copied and consumed, for example at a different window of time than the one it was originally intended by the content provider or at a location that does not match a predefined set of allowed locations. Also, the proposed invention allows to capture added value content (digital rewards) by one device (e.g. a mobile phone) and that the digital reward is enjoyed in a different device (e.g. a personal computer or video console) The proposed invention eliminates the need for the user to send SMS to establish the link between the user and the content.
  • a mobile phone e.g. a mobile phone
  • a different device e.g. a personal computer or video console
  • the method and system according to the present invention is capable of storing access requests linked to a specific broadcasted content. This information can be provided to the content owner, giving insight of who and where is consuming their broadcasted content.
  • the proposed invention can provide an immediate digital reward in a video game, without having to manually access a URL and download the content.
  • the present invention discloses a method for sending variable- dependant tokens to a user device that comprises the steps of: a) generate an ID by a server;
  • step b) embed the ID generated in step a) into a multimedia token; c) send the multimedia token to a content provider; d) broadcast, by the content provider, multimedia content containing the multimedia token;
  • the predefined variable of step h) is a time-frame. Therefore in step h) the server determines whether the ID is send in step g) within an allowed time-frame of not.
  • such variable could be a location, therefore, in step g) together with the ID sent to the server the user device can send its location and the server determines whether this location is a location allowed for receiving a reward or not.
  • the multimedia token is an audio signal
  • the multimedia token could be, e.g., a barcode (such as, a bi-dimensional barcode), an electromagnetic signal (such as, e.g., an RFID signal or a NFC signal), etc.
  • the broadcast of step d) is done through a TV channel, a radio station, Internet webpage (or Internet channel) or, e.g., displaying content in a display that is available to the public or through a speaker.
  • the method provides that, in a particular embodiment, in step i), the sending of a digital reward to the user is made by means of the content provider but, also, this sending could be done by other devices such as, the server.
  • the server is a cloud-server and the user device is a device selected from: a computer, a tablet or a mobile phone.
  • the present invention discloses that the method could process more information than the token, for this purpose, in step g), the user device also sends the server information located in the mobile phone that could be used, e.g., to send statistics to the content provider or, preferably, process identification information of the user device or data of applications installed on the user device.
  • the present invention also discloses a system for sending variable-dependant tokens to a user device comprising:
  • a user device with means for broadcasting reception
  • a server with communication means with the content provider and with the user device
  • server further comprises an ID generator, means for embedding such generated ID into a multimedia token and storage means for storing, at least, such ID and a variable of validity of the ID.
  • the server further comprise comparison means for comparing the stored ID with an ID received from the user device in order to determine a correlation for validity of the ID and, also, may determine if such ID is valid matches a predefined variable.
  • the communication means from the server to the content provider and the user device is done through internet.
  • the present invention envisages the use of television means, radio means, internet, etc. as such broadcasting means
  • the user device may be a mobile phone, a tablet, or a computer.
  • the content provider comprises direct communication means with the user device e.g., through an internet link.
  • Figure 1 shows a schematic view of a preferred embodiment according to the present invention.
  • Figure 2 shows a schematic communication diagram of the steps to be performed in a preferred embodiment.
  • a cloud server (20) that generates unique and signed IDs converted to a multimedia token that can take the form of a watermarked audio signal, a multidimensional barcode or any other format which can be distributed together with multimedia content.
  • the owner of a TV show i.e., a content provider (10) requests the server (20) a token for their episode 1 .
  • the episode will be broadcasted in TV (30) the 4th April 2014, between 12:00 GMT and 13:00 GMT, and this defines the window of validity of the token.
  • the server (20) sends a token, consisting of an audio file with an embedded/watermarked unique ID.
  • the content provider (10) sends the video content of the episode 1 together with the token to the broadcasting channel.
  • the broadcasting channel broadcasts the episode in its intended schedule. During the advertisement break, they announce that viewers of this episode will be able to unlock a new character in their mobile game of the show. They broadcast the Token.
  • the user captures this token with a user device (40) and sends information to the server (20), for example, of a current status of a game.
  • the server (20) will validate the capture of this token within the window of validity and indicates to the content provider (10) that they can deliver the digital reward to the game indicated by the user.
  • the content provider can broadcast the multimedia content by a cartoon show, a movie, an ad, amongst other and, as broadcasting channel a TV, Internet, Radio, Cinema, Billboards, Digital Signage amongst others, can be used.
  • the user device can be any personal electronic device, such as a mobile phone, tablet, portable video console comprising software such as a game (e.g. Game play of a game by a user) and information regarding an instance of such game can be used by the invention.
  • a game e.g. Game play of a game by a user
  • This instance of the game may be running in the same user device (40) or in a second user device which has been previously paired with the user device (40) (e.g. game instance in a PC previously paired with a phone).
  • Figure 1 shows a content provider (10) that transmits multimedia content via the broadcasting channel (30).
  • This broadcasting emitted by the content provider (10) is captured by the user device (40), leading to a digital reward in a specific instance of a game (50).
  • the content provider (10) requests a unique token to the server (20) (through a first user-server link (100)).
  • the content provider (10) may specify a window of time which indicates the validity of this token. For example, the request may specify that the token will have a window of validity for only the 12th of April 2014 from 12:00 GMT to 13:00 GMT. Alternatively, the window of validity may be defined as unlimited.
  • the validity of the token may not be related to a timeframe but to a different value such as, e.g., a location.
  • the user may send together with the ID its location so that the server determines whether the device is located at an "allowed" location for receiving the reward.
  • the server (20) generates the requested token.
  • the token represents a unique ID which is embedded in a multimedia file, in the following this ID embedded in a multimedia file would be referred to as the multimedia token.
  • This multimedia token could be an audio, video or image file. Also, it could be represented as human readable text or others.
  • the server (20) stores the unique ID of the multimedia token, associated with the specified window of validity and the identity of the content provider 10.
  • the multimedia token is transmitted to the content provider (10) (through a second server-provider link (200)).
  • the content provider (10) associates the multimedia token with nnultinnedia content to be broadcasted.
  • This nnultinnedia token and nnultinnedia content are delivered to a broadcasting channel (30) (through the broadcasting link (300))
  • the broadcasting channel (30) reproduces the nnultinnedia content and token provided by the content provider (10).
  • the nnultinnedia token is captured by the user device (40) (through a nnultinnedia reader (400)).
  • the nnultinnedia token or the unique identifier associated with such nnultinnedia token is transmitted to the server (20) together with a user ID associated with the game instance (50) through a user-server link (500).
  • the server (20) validates the multimedia token by checking if it exists and if the transmission of the multimedia token to the server (20) is performed within the specified window of validity. If valid, the unique ID of the game instance (50) is submitted to the content provider (10), by a third server-provider link (600). The content provider (10) will deliver a reward to the game instance (50) through a provider-user link (700) This reward may consist of points, unlocking of a new level in a video game, unlocking of characters in a video game, development of characteristics in a game or additional software components.
  • Figure 2 shows a further embodiment of the present invention wherein same reference numbers represent similar or equal objects as in figure 1 .
  • figure 2 shows a content provider (10) with a provider internet link (101 ) capable of receiving and sending data through internet (201 ).
  • a server (21 ) with server links (102, 106) has capability of communication through internet via a first server link (102) with a provider and via a second server link (106) with a user device (40).
  • the broadcasting channel (30) may receive multimedia content from a content provider (10) by different communication means (103), such as, internet, radiofrequency (as in analog television), private networks, fiber optics, etc.
  • a content provider 10
  • different communication means such as, internet, radiofrequency (as in analog television), private networks, fiber optics, etc.
  • the broadcasting channel (30) can be a billboard that emits audio and video signals to the public passing by such billboard while the multimedia token can be part of the audio and/or video signal or any mean that could be detected by a user using a user device (40).
  • detection means (104) that could be, for example, a barcode reader, an audio detection device, a video camera, radio-frequency identification mechanisms (such as, NFC, RFID) amongst others.
  • this device is a mobile phone that may comprise an application (50), such as a game, and device communication means (105) for communicating with the server (20). This communication is preferably done using Internet (202) and benefitting from the second server link (106).
  • the content provider needs to establish a provider- user link (107) in order to deliver the reward to the user device (40). This is preferably done, also, by using internet.
  • the server (20) is capable of storing and processing data relating the user devices (40) that has claimed rewards such as, e.g., their location, their instance on the game, the time of reception and this information is stored and classified in a database (21 ) that could be sent to the content provider (10), for example, for statistical purposes.

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Abstract

The present invention envisages a method providing digital rewards to a user device (40) dependant on different aspects wherein such variable is predefined by a content provider (10) or a server (20). In exemplary embodiments, it is conceived that such variables can be the location of the user device (40) and/or a time-frame, however, other embodiments are also within the scope of the invention. Also, a system capable of performing such method is provided.

Description

SYSTEM AND METHOD FOR SENDING VARIABLE-DEPENDANT DIGITAL REWARDS TO DIGITAL APPLICATIONS
D E S C R I P T I O N
OVERVIEW OF THE INVENTION
The invention relates to systems and methods for sending digital rewards to applications provided in mobile apps, such as, games. In particular, the present invention refers to methods for rewarding a user of a game with a determined featured for being in a place, watching a TV program, purchasing an article, amongst others.
BACKGROUND OF THE INVENTION
There is a problem in delivering digital rewards to videogames by means of consuming content (such as, e.g. multimedia content) in a different device where the game is being played, as there is no inherent link between the user of the video game and the consumer of such content.
Prior art systems and methods are unable to establish a link that communicates the users, the content supplier and the videogame supplier. Therefore, their marketing and rewarding campaigns must deal with this lack of interaction between the different environments and have to implement methods that, for example, are unable to establish time-restricted rewards, for example, while a multimedia content is broadcasted on TV and cannot differentiate between current broadcasting and recorded multimedia.
This problem magnifies when, in copying broadcasted digital multimedia content, the consumer perceives no loss of value compared to the original content while the content owner reduces exposition to associated advertisement and the users prefer viewing the copied material instead of the originally broadcasted content. Other prior art techniques make use of SMS. Consumers of content need to send a premium SMS to a specific number while watching a TV show in order to download some reward content to their phone (e.g. Wallpaper, ringtones). The drawbacks of using this solution include:
• Expensive cost for the user who needs to send a premium SMS.
• The digital reward can only be downloaded to the same phone that sent the SMS.
Also, prior art techniques include the use of static QR (Quick Response) codes (bi-dimensional barcodes). This codes usually link to an internet URL where the user can download the digital reward. The drawbacks of using this solution include:
• The digital reward can only be downloaded to the same phone which has been used to scan the QR code. That is, a phone cannot be used to download a digital reward into a game instance running in a different device.
• If the multimedia content is copied, the QR code is still valid and the digital reward can still be downloaded. Therefore, there is no incentive in consuming original content.
• The use of QR codes require that the user approximates the content display and, if more than one user wants to collect a reward they need to do it one at a time, therefore, there is not enough time to reward all of the users.
DESCRIPTION OF THE INVENTION
The present invention provides solves prior art problems by rewarding the viewer of originally broadcasted material with additional benefits (that will be further mentioned also as digital rewards or added value) that can only be enjoyed by consuming original multimedia content via its intended distribution channel.
There is a problem in associating added value (digital rewards) to broadcasted multimedia content as the link used to provide this value can also be transferred to copied non-original multimedia content. This is solved by establishing, by the content owner, a predefined variable which must be met by the content consumer in order to deliver the added value. This predefined variable can be related to the broadcasting schedule (meaning that the validity will only be compliant during a specified window of time) location (meaning that the content needs to be consumed in a specific location) any other variable related to the consumption of the content.
Other problem to be solved is knowing who is consuming multimedia broadcasted content. This can also be solved by providing confirmation of the specific user consuming this content.
The proposed invention provides a system capable of disabling the delivery of added value content if the broadcasted content is copied and consumed, for example at a different window of time than the one it was originally intended by the content provider or at a location that does not match a predefined set of allowed locations. Also, the proposed invention allows to capture added value content (digital rewards) by one device (e.g. a mobile phone) and that the digital reward is enjoyed in a different device (e.g. a personal computer or video console) The proposed invention eliminates the need for the user to send SMS to establish the link between the user and the content.
Furthermore, the method and system according to the present invention is capable of storing access requests linked to a specific broadcasted content. This information can be provided to the content owner, giving insight of who and where is consuming their broadcasted content. The proposed invention can provide an immediate digital reward in a video game, without having to manually access a URL and download the content.
In particular, the present invention discloses a method for sending variable- dependant tokens to a user device that comprises the steps of: a) generate an ID by a server;
b) embed the ID generated in step a) into a multimedia token; c) send the multimedia token to a content provider; d) broadcast, by the content provider, multimedia content containing the multimedia token;
e) receive the multimedia content by means of a user device; f) detect the multimedia token and decode the ID embedded in such multimedia token by the user device;
wherein such method further comprises the steps of:
g) send the ID decoded in step f) to the server;
h) establish, in the server, if the ID is provided matches a predefined variable for such ID; and
i) send a digital reward to the user device corresponding to the token.
First, it should be noted that, in one preferred embodiment, the predefined variable of step h) is a time-frame. Therefore in step h) the server determines whether the ID is send in step g) within an allowed time-frame of not. In a second embodiment, such variable could be a location, therefore, in step g) together with the ID sent to the server the user device can send its location and the server determines whether this location is a location allowed for receiving a reward or not.
Preferably, the multimedia token is an audio signal, nonetheless, different embodiments of the present invention include that the multimedia token could be, e.g., a barcode (such as, a bi-dimensional barcode), an electromagnetic signal (such as, e.g., an RFID signal or a NFC signal), etc.
Also preferably, the broadcast of step d) is done through a TV channel, a radio station, Internet webpage (or Internet channel) or, e.g., displaying content in a display that is available to the public or through a speaker.
For the delivery of the reward to the user device, the method provides that, in a particular embodiment, in step i), the sending of a digital reward to the user is made by means of the content provider but, also, this sending could be done by other devices such as, the server.
In a preferred embodiment, the server is a cloud-server and the user device is a device selected from: a computer, a tablet or a mobile phone.
Also, the present invention discloses that the method could process more information than the token, for this purpose, in step g), the user device also sends the server information located in the mobile phone that could be used, e.g., to send statistics to the content provider or, preferably, process identification information of the user device or data of applications installed on the user device.
On the other hand, the present invention also discloses a system for sending variable-dependant tokens to a user device comprising:
a content provider with broadcasting means;
a user device with means for broadcasting reception;
a server with communication means with the content provider and with the user device
wherein the server further comprises an ID generator, means for embedding such generated ID into a multimedia token and storage means for storing, at least, such ID and a variable of validity of the ID.
Preferably, the server further comprise comparison means for comparing the stored ID with an ID received from the user device in order to determine a correlation for validity of the ID and, also, may determine if such ID is valid matches a predefined variable.
More preferably, the communication means from the server to the content provider and the user device is done through internet.
Regarding the broadcasting means, the present invention envisages the use of television means, radio means, internet, etc. as such broadcasting means
Also, the user device may be a mobile phone, a tablet, or a computer.
In a particular embodiment, the content provider comprises direct communication means with the user device e.g., through an internet link.
DESCRIPTION OF THE FIGURES
In order to further explain the object of the invention and increase the comprehension of such invention, a preferred embodiment is disclosed together with a set of illustrative and non-limiting examples.
Figure 1 shows a schematic view of a preferred embodiment according to the present invention.
Figure 2 shows a schematic communication diagram of the steps to be performed in a preferred embodiment.
PREFERRED EMBODIMENT OF THE INVENTION
A preferred embodiment of the present invention envisages a system and method that comprises the following elements:
1 . A cloud server (20) that generates unique and signed IDs converted to a multimedia token that can take the form of a watermarked audio signal, a multidimensional barcode or any other format which can be distributed together with multimedia content.
2. Multimedia content which is distributed together with the token mentioned in the previous point.
3. Software algorithm running in a different device which is transmitting the multimedia content and which captures the token. 4. A digital asset distributed when the captured token is validated.
The following example describes a preferred implementation of the invention although several variations to this implementation are possible.
• The owner of a TV show, i.e., a content provider (10) requests the server (20) a token for their episode 1 . The episode will be broadcasted in TV (30) the 4th April 2014, between 12:00 GMT and 13:00 GMT, and this defines the window of validity of the token.
• The server (20) sends a token, consisting of an audio file with an embedded/watermarked unique ID.
• The content provider (10) sends the video content of the episode 1 together with the token to the broadcasting channel.
• The broadcasting channel broadcasts the episode in its intended schedule. During the advertisement break, they announce that viewers of this episode will be able to unlock a new character in their mobile game of the show. They broadcast the Token.
• The user captures this token with a user device (40) and sends information to the server (20), for example, of a current status of a game.
• The server (20) will validate the capture of this token within the window of validity and indicates to the content provider (10) that they can deliver the digital reward to the game indicated by the user.
• The user will now be able to use a new character in the game of the show.
It should be understood that the content provider can broadcast the multimedia content by a cartoon show, a movie, an ad, amongst other and, as broadcasting channel a TV, Internet, Radio, Cinema, Billboards, Digital Signage amongst others, can be used.
The user device can be any personal electronic device, such as a mobile phone, tablet, portable video console comprising software such as a game (e.g. Game play of a game by a user) and information regarding an instance of such game can be used by the invention. This instance of the game may be running in the same user device (40) or in a second user device which has been previously paired with the user device (40) (e.g. game instance in a PC previously paired with a phone).
Figure 1 shows a content provider (10) that transmits multimedia content via the broadcasting channel (30). This broadcasting emitted by the content provider (10) is captured by the user device (40), leading to a digital reward in a specific instance of a game (50). The content provider (10) requests a unique token to the server (20) (through a first user-server link (100)). During this request, the content provider (10) may specify a window of time which indicates the validity of this token. For example, the request may specify that the token will have a window of validity for only the 12th of April 2014 from 12:00 GMT to 13:00 GMT. Alternatively, the window of validity may be defined as unlimited.
In another embodiment, the validity of the token may not be related to a timeframe but to a different value such as, e.g., a location. In this embodiment the user may send together with the ID its location so that the server determines whether the device is located at an "allowed" location for receiving the reward.
Next, the server (20) generates the requested token. The token represents a unique ID which is embedded in a multimedia file, in the following this ID embedded in a multimedia file would be referred to as the multimedia token. This multimedia token could be an audio, video or image file. Also, it could be represented as human readable text or others.
The server (20) stores the unique ID of the multimedia token, associated with the specified window of validity and the identity of the content provider 10. The multimedia token is transmitted to the content provider (10) (through a second server-provider link (200)). The content provider (10) associates the multimedia token with nnultinnedia content to be broadcasted. This nnultinnedia token and nnultinnedia content are delivered to a broadcasting channel (30) (through the broadcasting link (300)) The broadcasting channel (30) reproduces the nnultinnedia content and token provided by the content provider (10).
The nnultinnedia token is captured by the user device (40) (through a nnultinnedia reader (400)). The nnultinnedia token or the unique identifier associated with such nnultinnedia token is transmitted to the server (20) together with a user ID associated with the game instance (50) through a user-server link (500).
Finally, the server (20) validates the multimedia token by checking if it exists and if the transmission of the multimedia token to the server (20) is performed within the specified window of validity. If valid, the unique ID of the game instance (50) is submitted to the content provider (10), by a third server-provider link (600). The content provider (10) will deliver a reward to the game instance (50) through a provider-user link (700) This reward may consist of points, unlocking of a new level in a video game, unlocking of characters in a video game, development of characteristics in a game or additional software components.
Figure 2 shows a further embodiment of the present invention wherein same reference numbers represent similar or equal objects as in figure 1 .
In particular, figure 2 shows a content provider (10) with a provider internet link (101 ) capable of receiving and sending data through internet (201 ). Furthermore, a server (21 ) with server links (102, 106) has capability of communication through internet via a first server link (102) with a provider and via a second server link (106) with a user device (40).
On the other hand, the broadcasting channel (30) may receive multimedia content from a content provider (10) by different communication means (103), such as, internet, radiofrequency (as in analog television), private networks, fiber optics, etc. Such broadcasting channel should be understood in its wide meaning, for example, the broadcasting channel (30) can be a billboard that emits audio and video signals to the public passing by such billboard while the multimedia token can be part of the audio and/or video signal or any mean that could be detected by a user using a user device (40).
This communication between the broadcasting channel (30) and the device is performed by detection means (104) that could be, for example, a barcode reader, an audio detection device, a video camera, radio-frequency identification mechanisms (such as, NFC, RFID) amongst others.
Regarding the user device (40), in a preferred embodiment this device is a mobile phone that may comprise an application (50), such as a game, and device communication means (105) for communicating with the server (20). This communication is preferably done using Internet (202) and benefitting from the second server link (106).
Once the multimedia token has been read by the user device (40) and has been validated by the server (20) the content provider needs to establish a provider- user link (107) in order to deliver the reward to the user device (40). This is preferably done, also, by using internet.
In a further preferred embodiment, the server (20) is capable of storing and processing data relating the user devices (40) that has claimed rewards such as, e.g., their location, their instance on the game, the time of reception and this information is stored and classified in a database (21 ) that could be sent to the content provider (10), for example, for statistical purposes.

Claims

C L A I M S
1 . Method for sending variable-dependant tokens to a user device (40) that comprises the steps of:
a) generate an ID by a server (20);
b) embed the ID generated in step a) into a multimedia token;
c) send the multimedia token to a content provider (10);
d) broadcast, by the content provider (10), multimedia content containing the multimedia token;
e) receive the multimedia content by means of the user device (40); f) detect the multimedia token and decode the ID embedded in such multimedia token by the user device (40);
characterized in that, it further comprises the steps of:
g) send the ID decoded in step f) to the server (20);
h) establish, in the server (20), if the ID is provided matches a predefined variable for such ID; and
i) send a digital reward to the user device (40) corresponding to the token.
2. Method, according to claim 1 , characterized in that the predefined variable of step h) is a time-frame.
3. Method, according to claim, characterized in that in step h) the predefined variable is a location and step g) comprises sending the location of the user device together with the ID.
4. Method, according to claiml characterized in that the multimedia token is an audio signal.
5. Method, according to claim 1 , characterized in that the multimedia token is a barcode.
6. Method, according to claim 1 , characterized in that the multimedia token is an electromagnetic signal.
7. Method, according to claim 1 , characterized that the broadcast of step d) is done through a TV channel.
8. Method, according to claim 1 , characterized that the broadcast of step d) is done through a radio station.
9. Method, according to claim 1 , characterized that the broadcast of step d) is done through a display.
10. Method, according to claim 1 , characterized that the broadcast of step d) is done through a speaker.
1 1 . Method, according to claim 1 , characterized that the broadcast of step d) is done through Internet.
12. Method, according to claim 1 , characterized in that, in step i), the sending of a digital reward to the user device (40) is made by means of the content provider (10).
13. Method, according to claim 1 , characterized in that, in step i), the sending of a digital reward to the user device (40) is made by the server (20).
14. Method, according to claim 1 , characterized in that the server (20) is a cloud-server.
15. Method, according to claim 1 , characterized in that the user device (40) is a computer, a tablet or a mobile phone.
16. Method, according to claim 1 , characterized in that, in step g), the user device (40) also sends the server (20) information located in the mobile phone.
17. Method, according to claim 16, characterized in that such information comprise identification information of the user device (40).
18. Method, according to claim 16, characterized in that such information comprise data of an application (50) installed on the user device (40).
19. System for sending variable-dependant tokens to a user device (40) comprising:
• a content provider (10) with broadcasting means;
• the user device (40) comprising means for broadcasting reception;
• a server (20) with communication means with the content provider and with the user device
characterized in that the server (20) further comprises an ID generator, means for embedding such generated ID into a multimedia token and storage means for storing, at least, such ID and a variable defining the validity of the ID.
20. System, according to claim 19, characterized in that the server (20) further comprise comparison means for comparing the stored ID with an ID received from the user device (40).
21 . System, according to claim 19, characterized in that the server (20) further comprise comparison means for comparing a variable sent by the user device (40) with the predefined variable.
22. System, according to claim 19, characterized in that the communication means from the server (20) to the content provider (10) and the user device (40) are internet.
23. System, according to claim 19, characterized in that the broadcasting means are television means.
24. System, according to claim 19, characterized in that the broadcasting means are radio means.
25. System, according to claim 19, characterized in that the user device (40) is a mobile phone, a tablet, or a computer.
26. System, according to claim 19, characterized in that the content provider (10) comprises direct communication means with the user device (40).
27. System, according to claim 26, characterized in that the direct communication means are internet.
PCT/EP2014/064340 2013-07-08 2014-07-04 System and method for sending variable-dependant digital rewards to digital applications WO2015004022A1 (en)

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