WO2023196354A1 - Jeux, loteries et loteries promotionnelles ainsi que tickets basés sur la localisation, systèmes, technologies et procédés associés - Google Patents

Jeux, loteries et loteries promotionnelles ainsi que tickets basés sur la localisation, systèmes, technologies et procédés associés Download PDF

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Publication number
WO2023196354A1
WO2023196354A1 PCT/US2023/017497 US2023017497W WO2023196354A1 WO 2023196354 A1 WO2023196354 A1 WO 2023196354A1 US 2023017497 W US2023017497 W US 2023017497W WO 2023196354 A1 WO2023196354 A1 WO 2023196354A1
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WIPO (PCT)
Prior art keywords
game
computing device
mobile computing
data
location
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PCT/US2023/017497
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English (en)
Inventor
Reidar Magnus Nordby
Original Assignee
Multilot As
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Publication of WO2023196354A1 publication Critical patent/WO2023196354A1/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/34Betting or bookmaking, e.g. Internet betting
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/38Payment protocols; Details thereof
    • G06Q20/40Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check credit lines or negative lists
    • G06Q20/401Transaction verification
    • G06Q20/4014Identity check for transactions
    • G06Q20/40145Biometric identity checks
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q20/00Payment architectures, schemes or protocols
    • G06Q20/38Payment protocols; Details thereof
    • G06Q20/40Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check credit lines or negative lists
    • G06Q20/401Transaction verification
    • G06Q20/4015Transaction verification using location information
    • 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
    • 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
    • G06Q30/0241Advertisements
    • 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
    • G06Q30/04Billing or invoicing
    • 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
    • G06Q30/06Buying, selling or leasing transactions
    • G06Q30/0601Electronic shopping [e-shopping]
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
    • G07F17/3237Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
    • G07F17/3239Tracking of individual players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • 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
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • 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
    • G06Q2220/00Business processing using cryptography

Definitions

  • This invention relates to games, lotteries, and/or sweepstakes as well as to tickets, systems, technologies, and/or methods related thereto.
  • this invention relates to a gaming hub or clearing house which is used to screen prospective game contestants prior to permitting their participation with games, sweepstakes, and/or lotteries and/or as well as for monitoring contestant play.
  • this invention relates to methods and mechanisms for permitting cash payment for online game, lottery, and/or sweepstakes plays.
  • the disclosed inventions related to location based games and/or games which take place in synthesized worlds or hybrid worlds comprised of merged real and virtual scenes.
  • Lotteries have existed in various forms throughout the world for hundreds of years. Typical modem lottery formats often involve the selection by a customer or entrant of a pre-determined quantity of lottery numbers (e.g., from a range of numbers) such as by writing such numbers down on a paper form which is submitted to a store clerk. Once the lottery ticket is paid for, such numbers are then entered into a machine which prints, on a second piece of paper, a lottery ticket which is issued to the lottery customer. Lottery winners in such conventional lotteries are eventually chosen by a lottery administrator which - via one or more conventional methods - draws or randomly selects winning numbers which an entrant must have selected, and thereby have a paper ticket with numbers matching the winning numbers, to win the lottery prize.
  • a pre-determined quantity of lottery numbers e.g., from a range of numbers
  • lottery ticket is paid for, such numbers are then entered into a machine which prints, on a second piece of paper, a lottery ticket which is issued to the lottery customer.
  • lotteries such as when portions of profits are used to fund local governments or charities
  • there are certain social stigmas associated with lotteries because of their possible impact among those susceptible to gambling addiction, for example. Further, often those people in the least wealthy social classes are the persons purchasing the most lottery tickets.
  • certain embodiments of this invention relate to unique apparatus, systems, and methods which embody, generate, synthesize, and/or deliver (and/or for embodying, generating, synthesizing, and/or delivering) real and/or virtual world experiences.
  • hybridized real/virtual world experiences are enabled, generated, and/or provided.
  • a real world view visible on a user-viewable display may be supplemented with virtual imagery and/or virtual experiences in some embodiments.
  • virtual worlds can be supplemented with real world imagery and/or real experiences.
  • real and virtual world imagery and/or experiences are enabled, generated, and/or provided generally collectively generally co-equally (or in other ratios), such that an experience displayed on a user display or monitor is a mostly equal (or other) mix of real and virtual world imagery and actions.
  • any proportional synthesis of real-virtual worlds is possible, such as described further below.
  • the inventions described herein relate to apparatus and/or systems which can be used by a human user to virtually travel through real world derived scenes on a user-viewable display.
  • apparatus and/or systems which can be used by a human user to virtually travel through real world derived scenes on a user-viewable display.
  • a user of the herein described apparatus and/or systems may view a display which depicts a user’s travel through a virtual world which corresponds, at least in some respects, to a real world, and the real world location and travels of the user in particular. That is, as a user travels through the real world, a real-world geographic location of the user is detected, and any travel of the user is autonomously and automatically monitored. Based on such detected geographic location and travels, a hybridized real and virtual world view is synthesized and then displayed to the user, preferably to provide an interactive experience.
  • the hybridized real/virtual world view reflects such travel by continuing to synthesize hybridized real/virtual world imagery, in real time, while displaying the hybridized imagery to the user (e.g., again, preferably accompanied by opportunities for user interactivity). Display is possible in two-dimensional variants or in three-dimensional or virtual reality type variants as desired.
  • games such as lotteries or sweepstakes or gambling type games (or other games of skill or chance) can be provided.
  • games may be provided or offered at selected geographic locations in the synthesized real/virtual world.
  • games may be provided at specific locations or landmarks in a virtual-world (e.g. corresponding to or similar to real world locations) with the goal of driving real-world user traffic to the real-world locations or landmarks.
  • the apparatus and systems described herein can be used to motivate the travel or exercise of a human user by requiring the human user to travel to a real-world geographic location corresponding to the synthesized real/virtual world location of a game or other desirable activity.
  • Numerous embodiments of such apparatus and systems, including variants thereof, are summarized herein below and described in more specific detail in the Detailed Description section below.
  • the terms “games”, “lottery”, or “sweepstakes” are used interchangeably unless otherwise indicated (and inter alia include games of skill and games of chance).
  • an apparatus comprising a mobile computing device including at least one data processor, and at least one data storage device; the mobile apparatus receiving real-world mapping data, including data corresponding to real-world locations, accessed and processed by the one or more data processors; the mobile apparatus receiving virtual-world mapping data, including data corresponding to virtual-world locations, accessed and processed by the one or more data processors; the one or more data processors overlaying at least a portion of the virtual world mapping data onto at least a portion of the real-world mapping data to synthesize a hybridized real/virtual-world data stream; the one or more data processors processing the real/virtual-world data stream to generate visual-display- data, the visual-display-data being processed by the one or more data processors to generate a visual display on a user viewable display apparatus, the visual display comprising a user- viewable-view of a real-world scene which is periodically or continuously overlayed with a virtual world scene; the mobile computing device containing a location
  • an apparatus comprising a mobile computing device including at least one data processor, and at least one data storage device; the mobile computing device receiving real-world mapping data, including data corresponding to real- world locations, accessed and processed by the one or more data processors; the mobile computing device receiving virtual-world mapping data, including data corresponding to virtual-world locations, accessed and processed by the one or more data processors; the one or more data processors overlaying at least a portion of the virtual world mapping data onto at least a portion of the real-world mapping data to synthesize a hybridized real/virtual-world data stream; the one or more data processors processing the real/virtual-world data stream to generate visualdisplay-data, the visual-display-data being processed by the one or more data processors to generate a visual display on a user viewable display apparatus, the visual display comprising a user-viewable-view of a real-world scene which is periodically or continuously overlayed with a virtual world scene; the mobile computing device containing a location
  • an apparatus comprising a mobile computing device including at least one data processor, and at least one data storage device; the apparatus receiving real -world mapping data, including data corresponding to real-world locations, accessed and processed by the one or more data processors; the apparatus receiving virtual-world mapping data, including data corresponding to virtual-world locations, accessed and processed by the one or more data processors; the one or more data processors overlaying at least a portion of the virtual -world mapping data onto at least a portion of the real -world mapping data to synthesize a hybridized real/virtual-world data stream; the one or more data processors processing the real/virtual-world data stream to generate visual-display-data, the visual-display-data being processed by the one or more data processors to generate a visual display on a user viewable display, the visual display comprising a user-viewable-view of a real-world scene which is periodically or continuously overlayed with a virtual world scene; the mobile computing device containing a travel
  • a game network comprising data transmission equipment, at least one game network data processor, and at least one game network data storage device; the game network including hardware and/or software particularly configured to control the game network such that it operates to provide a game network access granting hub on which the following method steps are performed: an applicant-game-contestant electronically submitting applicant access credentials comprising identifying information to the game network access granting hub, accompanied by a request for access to a network of a plurality of games which are selectively accessible to applicant-game-contestants which have been approved for access to the game network access granting hub; the game network access granting hub receiving the applicant access credentials, processing the applicant access credentials, performing steps to verify a true identity of the applicant-game-contestant, and screening the applicant-game- contestant for criteria to permit or deny entry into the network of a plurality of games for participating in game play; wherein when the applicant-game-contestant is approved for access to the network of a plurality of games, the applicant-game-con
  • a plurality of electronic games are provided with the apparatus and/or systems by a plurality of third party providers located in a plurality of states of the United States.
  • At least one of the plurality of games offered is made accessible while said mobile computing device remains at said game- location-target, only if said game is determined to be legal in the geographic location detected by said location detecting mechanism, after said game network autonomously and automatically determines whether said game, lottery, or sweepstakes is compliant with laws of the detected geographic location by parsing a database pertaining to such laws.
  • laws applicable to said detected real world location of said mobile computing device are determined according to said detected real world location and thereafter applied by said game network access granting hub to determine and select which games are accessible by said mobile computing device at specific detected locations.
  • the apparatus is communicably connected to a game network comprising data transmission equipment, at least one game network data processor, and at least one game network data storage device; said game network including hardware and/or software particularly configured to control said game network such that it operates to provide a game network access granting hub on which the following method steps are performed: an applicant-game-contestant electronically submitting applicant access credentials comprising identifying information to said game network access granting hub, accompanied by a request for access to a network of a plurality of games which are selectively accessible to applicantgame-contestants which have been approved for access to said game network access granting hub; said game network access granting hub receiving said applicant access credentials, processing said applicant access credentials, performing steps to verify a true identity of said applicant-game- contestant, and screening said applicant-game-contestant for criteria to permit or deny entry into said network of a plurality of games for participating in game play; wherein when said applicantgame-contestant is approved for access to said network of a pluralit
  • the travel detecting mechanism of said mobile computing device is so designed as to be capable of determining whether physical travel is by human locomotion versus machine assisted locomotion.
  • only physical travel which occurs by human locomotion, to the exclusion of machine assisted locomotion, is tallied when determining whether a distance of physical travel of said mobile computing device is in excess of sai d sei ected-target-travel -di stance .
  • mobile computing device travel distances are tallied by said mobile computing device as detected by said travel detecting mechanism, and when travel is detected to occur by human locomotion only, a game is made accessible to a user of said mobile computing device when said mobile computing device has travelled in excess of a selected-target-travel-distance; and when travel is detected to occur by machine assisted locomotion, a game is made accessible to a user of said mobile computing device when said mobile computing device has travelled in excess of a target-machine-locomotion-travel- distance, which is a distance greater than said sei ected-target-travel -di stance.
  • a device for motivating physical human-powered movement of a human user is provided, integrating the apparatus and/or systems described herein.
  • no human locomotion if no human locomotion is detected, no game is made accessible to a user of said mobile computing device.
  • a message is displayed in said user- viewable-view notifying a user of said mobile computing device that games will not be made accessible to said user during said machine assisted locomotion.
  • use of said mobile computing device is suspended.
  • game play is (as an optional feature) suspended.
  • a database which contains a plurality of game-location-targets which is accessed by said mobile computing device, said game-location targets being selected by a plurality of third party entities.
  • a plurality of third party entities self-upload said plurality of game-location-targets into said database containing said plurality of game-location-targets.
  • a plurality of third party entities self-upload said plurality of game-location-targets into said database containing said plurality of game-location-targets, and said plurality of third party entities supply target-affiliated electronic game data, for generating a game in said user-viewable-view, when said mobile computing device is detected to be at a geographic location corresponding to one of said plurality of game-locationtargets supplied by one of said plurality of third party entities.
  • target-affiliated electronic game data is tailored to specific game-location-targets, such that different game-location-targets are affiliated with different target-affiliated electronic game data, Moreover, the different target-affiliated electronic game data, when processed by said mobile computing device, generates different games playable on said mobile computing device.
  • the plurality of third party entities supply target-affiliated electronic game data, for generating a game in said user-viewable- view, when said mobile computing device is detected to be at a geographic location corresponding to one of said plurality of game-location-targets supplied by one of said plurality of third party entities.
  • the target-affiliated electronic game data is preferably tailored to specific gamelocation-targets, such that different game-location-targets are affiliated with different target- affiliated electronic game data.
  • the different target-affiliated electronic game data when processed by said mobile computing device, generates different games playable on said mobile computing device.
  • a plurality of third party entities collectively supply a plurality of said target-affiliated electronic game data corresponding to a plurality of different games playable on said mobile computing device, and the plurality of third party entities are located in a plurality of states of the United States.
  • third party entities are discussed in detail above and elsewhere in the specification, it is also possible - of course - for the game network supplier to supplant third parties entirely, or for it to participate alongside or in conjunction with third parties (e.g., in supplying games or game-location-targets, etc.).
  • a game of said plurality of different games is made accessible while said mobile computing device remains at a said game- location-target, only if said game is determined to be legal in the geographic location detected by said location detecting mechanism, after said game network autonomously and automatically determines whether said game, lottery, or sweepstakes is compliant with laws of the detected geographic location by parsing a database pertaining to such laws.
  • the applicant access credentials comprise the face of said applicant-game-contestant, which is detectable using facial recognition technology and is compared to a facial image of said applicantgame-contestant stored in a screening database associated with said game network access granting hub.
  • the facial recognition technology preferably utilizes a camera in, or otherwise connected to or associated with said mobile computing device of said applicant-game-contestant.
  • the camera preferably monitors a face of a user of said mobile computing device by periodically or continuously comparing said user’s face to a facial image of said applicant-game-contestant stored in said screening database.
  • the optional facial recognition capabilities may be used to prevent children, other family members, or another unauthorized user from accessing a player profde of said applicantgame-contestant.
  • the facial recognition (optionally) technology takes a photograph or video of said unauthorized user, followed by transmitting said photograph or video to said applicant-game-contestant to identify said unauthorized user.
  • applicant access credentials may also optionally include an internet protocol (IP) address, MAC address, or other identifier of said laptop, other computer, or mobile device of said applicant-game-contestant, so that if an IP address, MAC address, or other identifier of a user does not match said applicant-game- contestant’s IP address, MAC address, or other identifier stored in said screening database associated with said game network access granting hub, said game network access granting hub can utilize said facial recognition technology to compare said user’s face to said facial image of said applicant-game-contestant stored in said screening database associated with said game network access granting hub.
  • IP internet protocol
  • IP addresses may also be used to detect location, such location being usable to determine which games are available based on the automated querying of laws in an accessible database.
  • the apparatus and/or systems optionally include and utilize software generated virtual characters which appear in said user- viewable-view during a said game.
  • an image of said face of said applicant-game-contestant which is captured utilizing said camera utilized with said facial recognition technology, is integrated into said game as a visual representation of a game character.
  • a user-viewable-view is (optionally) supplemented with imagery stored in a database which is representative of said real world location detected by said location detecting mechanism.
  • a game administration method comprising the steps of: a game contestant electronically submitting identifying information and payment information to an electronic game provider hub; the game provider hub verifying the identify of the game contestant and screening the game contestant for criteria to permit or deny entry into a gaming system for participating in game play; wherein when the game contestant is approved for game play, the game contestant is granted access to a plurality of games, lotteries, and/or sweepstakes administered by an electronic game provider.
  • data created and thereafter stored when the game administration method is used is utilized for monitoring and/or restricting game play of contestants.
  • facial recognition technology is used in connection with the game provider hub, or similar technologies, to provide additional security-like features.
  • game players or contestants
  • utilizing a Game Provider hub may have underage children in the household who have access to the game player’s computer and discover the game player’s credentials for accessing the hub.
  • a camera in, or otherwise connected to or associated with, a laptop, other computer, or mobile device monitors the face of a user of the laptop, other computer, or mobile device by periodically or continuously comparing the user’s face to a facial image or images of the game player stored in a screening database (associated with the game player’s verified identity) maintained by the Game Provider, for example, to prevent children or other family members, or other unauthorized users, from accessing the contestant’s player profile.
  • the facial recognition feature also can be utilized if the laptop, other computer, or mobile device is stolen, in which case facial detection and verification will prevent unauthorized use of the player profile.
  • a game administration method wherein a prospective game contestant pays for game play by purchasing a physical game play ticket containing a code, and wherein the code is provided to the electronic game provider hub to prove payment for game play.
  • the following is a description of a system or method for (in some embodiments) preventing the following, negative consequences of gambling, such as: gambling addiction; lack of age control; the player losing his/her ticket; theft of tickets; pollution (paper tickets).
  • the player must, before participating in a game of chance, supply two or more of the following: full name; address; phone number; debit card number; credit card number; email address; social security number; date of birth; and/or bank account number.
  • the information is optionally, but preferably, provided by the participant via a mobile phone application or via a website.
  • the information is sent to the database, it is cross referenced with other sources of information (e.g., driver license information, IP address, encryption token) to ensure that the identity of the participant is correct and that the participant is of legal gambling age.
  • sources of information e.g., driver license information, IP address, encryption token
  • Each participant can preferably only have one player profde. The participant can then, via the participant's credit or debit card, participate in games of chance.
  • a gaming entry and/or security hub is provided, the use of which can provide access to a variety of lotteries, sweepstakes, or other games, in diverse locations.
  • a central gaming hub can be maintained which serves as a central entry point and/or clearing house for game entrants, for a plurality of games, located at multiple locations around the United States (or other locations or regions throughout the world, such as within the various member countries of the European Union).
  • hub the meaning of such term is to convey that one or more game contestant registration and/or entry points are provided but where all (or substantially all) registrations or entries pass through a centralized database and/or screening procedure.
  • Game Provider a game provider (or developer) within the United States (hereinafter “Game Provider”) wishes to launch a plurality of games accessible to citizens or residents of (or a portion of) the states of the United States of America, the Game Provider will provide or construct a clearing house which includes servers, including computer processors and one or more databases, for intaking contestant information and entries and, through software operations, for processing said contestant information and entries.
  • a Game Provider can provide one or more web portals (e.g., accessible through a uniform resource locator (“URL”) via a web browser connected to the internet) by which a prospective contestant (or game player) can access the hub. If multiple URLs are used to access the webportal, the URLs can be customized to provide information about a specific game in which the prospective contestant has acquired interest.
  • URL uniform resource locator
  • an example URL could optionally be selected to be www.gameprovidername_bingo.com for the bingo-style game, and www.gameprovidername_photolotto.com for the photo-lottery style game.
  • the URLs will preferably each access the same clearing house (or “hub”) or at least a similar clearing house, which performs the same or similar operations of duplicate (or substantially duplicate), “mirror” hubs.
  • the multiple clearing houses will preferably perform the same entry, registration, and/or screening operations because they each access mirrored (e.g., duplicated) or at least substantially similar databases and contain software with the same or similar operating commands.
  • different URLs can “point” to a specific clearing house provisioned for a specific game (or lottery or sweepstakes) or they can be configured to “point” to the same clearing house which is provisioned to screen and process prospective contestants for both game types.
  • many additional game types, and therefore many additional URLs can be utilized with the game distribution hub.
  • a single URL can be used for access by all prospective contestants, for all games.
  • the clearing house hub can be provisioned to access outside databases, such as databases maintained by law enforcement agencies, and then to cross- reference information in internal databases (e.g., information collected from prospective game contestants) against information contained in such law enforcement databases, in order to screen prospective game contestants according to criteria described elsewhere herein.
  • the participant wins will be transferred directly to the participant's bank account and or credit or debit card or to an electronic wallet located on the gaming system.
  • the participant is issued a receipt and the database retains a copy of the receipt or transfers it to a second database. If the participant spends more money than he or she should, the participant will be locked out of the game for a period of time. This will be defined by either the participant's own spending limits or built-in spending limits. The participant can choose to delete or deactivate his/her profile.
  • cash payment mechanisms are provided which allow cash payment at a brick-and-mortar transaction location, even when game play is conducted on the internet (i.e., online) or on a private electronic network.
  • “lottery payment proof’ (or “lottery play”) cards can be sold at brick-and-mortar locations and used, in lieu of other payment forms (such as wires or electronic checks), to demonstrate that a prospective game player (or contestant) has paid for the right to play a game or lottery or sweepstakes.
  • a game contestant may purchase a physical game or lottery ticket with cash.
  • the physical ticket can include a code covered by a scratch off film, which the game contestant removes (e.g., using a coin or finger nail or similar method) to reveal the code.
  • the code can then be supplied to a Game Provider hub, which is then cross-checked against a database.
  • the entry of the code confirms to the Game Provider that the game play has been paid for with cash, and the Game Provider can thereafter be compensated by the ticket seller (who received the cash payment) such as through electronic transfer of funds.
  • the ticket seller in such instance, preferably retains a portion of the ticket sales price as a commission to compensate the ticket seller for the effort involved in processing and enabling the transaction.
  • a convenience store may sell a scratch-off ticket in a state such as Arizona (for example) to a prospective game contestant.
  • the code is then revealed by scratching off the scratch-off film and thereafter used to prove payment for game play by entering the code into a web interface of a mobile device (or other web or network accessible device) which, in turn, accesses a Game Provider’s clearing house hub in a far away locale, such as Florida (for example). Verification of the code authenticity and value amount can be obtained by accessing an additional database (such as a banking or governmental lottery database) or via parsing data stored on the Game Provider’s database (on physical servers or in a cloud).
  • an additional database such as a banking or governmental lottery database
  • lottery payment proof cards can be sold in specific monetary denominations, such as for example representing a play-purchase amount of $5, $10, and $20 respectively.
  • the hidden code on the scratch off ticket (in this optional embodiment) will correspond to the monetary amount paid at the brick-and-mortar location. This may be accomplished through various means such as by recording each code as having the pre- determing monetary (e.g., dollar) value in a database, or by assigning numerical code ranges to have specific monetary values.
  • codes beginning with the numeral (or integer) 1 may be assigned a value of $5 dollars (or other pre-determined value), whereas codes beginning with the numeral (or integer) 3 will have a different predetermined monetary value (such as $10), and so forth.
  • the number of integers in the code can be unlimited to account for increasing numbers of tickets sold to game contestants.
  • the initial tickets could have 5 “figures” (e.g., Ixxxx) but as player participation increases, the number of figures in the code can be increased (e.g., to Ixxxxx, Ixxxx, Ixxxxxxx, etc.), and the advantages described herein still obtained, so long as the first integer code system is maintained or adhered to.
  • a unique serial number is printed on a physical ticket, in addition to the code under a scratch-off film, a unique monetary amount can be assigned to each and any code. This can be accomplished by a merchant at a brick-and-mortar location accepting a monetary payment selected by the game contestant (i.e., payor), then entering that payment amount into a database, while also entering the serial number displayed on the ticket into the database so that the monetary value and serial number are affiliated (the serial number can either be visible or revealed by an additional scratch off film for security purposes). The serial number of the ticket will be unique and will have already been affiliated with the hidden code printed on the ticket (i.e., under the scratch off material).
  • the code when the code is thereafter entered into a Game Provider database, the code can be cross-referenced to find its matching serial number, and then the serial number searched (within a database) to determine the monetary amount which was affiliated with it by the payee that was paid at the brick-and-mortar location.
  • paper costs can be saved (among other benefits), because if a monetary payment requirement is changed in connection with a Game Provider game, new physical tickets will not need to be printed.
  • the new monetary amounts can be simply assigned to the existing tickets with unique serial numbers when the game contestant (payee) pays for the ticket at the brick-and-mortar payment location (such unique amount then being assigned to the code).
  • data sharing is accomplished by transmitting code, payment, and serial number data across networks to and/or from the payee, Game Provider, lottery entity, and/or governmental entity, etc.
  • a unique lottery in which electronic payment is accepted (e.g., credit card payment).
  • lottery play is monitored so that frequent players can be identified. If players play too often, they can be warned and/or play suspended for selected times. Frequency of play acceptability can be the same criteria for all players, or based on salary and/or credit history.
  • a game administration method comprising the steps of: a game contestant accessing an electronic game provider hub by electronically submitting identifying information and payment information to the game provider hub; the game provider hub verifying the identity of the game contestant and screening the game contestant for criteria to permit or deny entry into a gaming system for participating in game play; and wherein when the game contestant is approved for game play, the game contestant is granted access to a plurality of lotteries, sweepstakes, or other games, administered by an electronic game provider.
  • the game provider hub is a single hub and the plurality of lotteries, sweepstakes, or other games are located at multiple locations in or around the United States or world.
  • the game contestant accesses the game provider hub by a mobile phone application or by a website.
  • the game contestant accesses the game provider hub by entering into a web browser one or more URLs of the game provider corresponding to one or more games.
  • the game provider makes the one or more URLs available to the game contestant by publicizing the URLs in promotional media.
  • the game contestant pays for game play by using one or more of a credit card, a debit card, a payment provider, or digital currency.
  • the game contestant pays for game play by purchasing, preferably (but optionally) with cash, a physical game play ticket containing a code, and wherein the code is provided to the game provider hub to prove payment for the game play.
  • the game contestant when the game contestant wins during game play, the game contestant receives payment by recording a credit balance, by direct transfer to the game contestant’s bank, credit card or debit accounts, by cash or digital currency, or with hard goods.
  • the game administration method utilizes a cloud-based network, including data transmission and storage mechanisms.
  • lotteries, sweepstakes, or other games are delivered by one or more cloud-based servers including one or more cloud-based databases.
  • the game provider and game provider hub serve as a clearing house, with third-party game providers being provided electronic access to the game provider hub.
  • the game provider hub defines spending or game play limits for the game contestant. When the spending limit is exceeded, or if it is determined that the game contestant has debts elsewhere, in another preferred but optional embodiment, the game contestant can be locked out of the game for a period of time.
  • lotteries are monitored to identify frequent players, who can be warned or have lottery play suspended for selected times.
  • criteria for frequency of play acceptability can be the same for all players or based on salary or credit history.
  • the game contestant is screened by comparing the identifying information and payment information to information in databases maintained by one or more of the game provider, government or legal authorities, or credit card providers.
  • a player profde is established, which the game contestant can utilize to obtain access to game play and which enables the game provider to monitor the game contestant’s game play.
  • a game entry and access granting apparatus comprising: a game network comprising data transmission equipment, at least one data processor, and at least one data storage device; the game network including hardware and/or software configured to control the game network such that it operates to provide a game network access granting hub on which the following method steps are performed: a game contestant accessing an electronic game provider hub by electronically submitting identifying information and payment information to the game provider hub; the game provider hub verifying the true identity of the game contestant and screening the game contestant for criteria to permit or deny entry into a gaming system for participating in game play; and wherein when the game contestant is approved for game play, the game contestant is granted access to a plurality of lotteries, sweepstakes, or other games, administered by an electronic game provider.
  • the true identity of the game contestant is tracked and recorded during game play of the plurality of lotteries, sweepstakes, or other games such that winnings attributable to a winner of the plurality of lotteries, sweepstakes, or other games are attributed to the true identity of a contestant accessing the game entry and access granting apparatus.
  • FIG. 1 schematically illustrates one embodiment of an example lottery system according to the subject invention.
  • FIG. 2 schematically illustrates one method or process of creating or generating lottery tickets according to one non-limiting embodiment of the subject invention.
  • FIG. 3 illustrates an example screenshot of a television program or web production of a broadcast or publicized lottery according to one embodiment of the subject invention. Seven additional figures are provided which illustrate example operations or methods or configurations of certain non-limiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4a illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4b illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4c illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4d illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4e illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4f illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 4g illustrates example operations or methods or configurations of certain nonlimiting embodiments of the invention, as well as certain example components and functions thereof.
  • FIG. 5 schematically illustrates one embodiment of example apparatus, systems, and methods which embody, generate, synthesize, and/or deliver real and/or virtual world experiences.
  • At least one embodiment of the subject invention comprises a unique lottery ticket comprised of a photograph or other digital image submitted by a contestant in combination with payment for lottery participation.
  • a photograph or other digital image submitted by a contestant in combination with payment for lottery participation.
  • Such an image and/or payment information is compiled and/or encrypted to form a secure information capsule which serves as a lottery ticket.
  • the information contained in the lottery ticket (including the identity of the contestant, the image, and possibly other information) is secured from unauthorized access and therefore aids in preventing tampering with lottery integrity.
  • a non-limiting, example embodiment of a lottery system which utilizes such a lottery ticket (e.g., comprised of a digital image and contestant information compiled or encrypted to form an information capsule) is schematically depicted therein.
  • a lottery system 1 includes five main stages or phases which begin with entry of a contestant into the lottery and terminate with the selection of a lottery winner and the broadcast or publication of such lottery winner on a television program, webcast, website, or the like.
  • the lottery begins with phase 1 where the prospective lottery contestant submits a digital image to the lottery provider.
  • a digital image may be taken or captured using a cellular phone (with a built-in camera) or may be taken with a conventional camera and then uploaded to a computer or cellular phone for submission.
  • a scanner may be used to create a digital image or an image may simply be obtained from third party sources or even authored via software programs such as Adobe Acrobat, Photoshop, or Microsoft’s Paint application.
  • lottery kiosks may be provided in public locations, such as grocery or convenience stores, with such kiosks including cameras and appropriate data or internet connections for capturing and submitting digital images.
  • the image is ultimately submitted to the lottery provider or administrator using suitable methods or mechanisms. These may include, but are not limited to, via MMS message, internet (e.g., via email), proprietary software interface (e.g., contained or downloaded onto a computer, hand held device, or mobile phone), or via the above-described kiosk, for example.
  • suitable methods or mechanisms may include, but are not limited to, via MMS message, internet (e.g., via email), proprietary software interface (e.g., contained or downloaded onto a computer, hand held device, or mobile phone), or via the above-described kiosk, for example.
  • the image is stored on lottery servers in association with a unique user profde linked or associated with the lottery contestant (e.g., created simultaneous with, prior to, or after the submission of a suitable image).
  • Certain embodiments may utilize social media or networking sites, such as LinkedlnTM, FacebookTM, and TwitterTM for entry.
  • one unique method of entry may be accomplished by a participant applying a hashtag or pound sign (#) to a message and posting the message to a social media platform.
  • the hashtag that results in game entry may be defined by an administrator such as an event sponsor, a promoter, or the game provider.
  • the entry hashtag could be defined to be the name of a promoter and could appear as: #PromoterName.
  • a promoter may desire to promote the name of a product.
  • the promoter is enabled to define the entry hashtag to be a product name. In that case the entry hashtag could appear as: #PromoterProductName.
  • the game, lottery, or sweepstakes system mines or accesses data from the social media platform and may be configured to search for the entry hashtag (alternatively, in some embodiments, the data may be pushed if the hashtag operates as an entry command). This mining may be accomplished by a local or cloud-based network. Upon finding an entry hashtag the game, lottery, or sweepstakes system may enter the corresponding participant into the game, lottery, or sweepstakes.
  • a lottery contestant submits payment for lottery participation (e.g., payment for entry into the lottery, issuance of the ticket, and the chance at winning prizes or money).
  • payment can be completed using functionalities or services offered by contestants’ mobile operators where the owners of the mobile phones (or cellular phones) are charged or billed through their mobile subscription either as a credit, debit, or via deduction from a pre-paid account (e.g., a pre-paid SIM card).
  • Alternative payment options include cyber currency - such as Bitcoin - or may even include conventional cash or check payments.
  • Check payments may be made by scanning or taking photographs of a signed check (or other legal monetary instrument) and then transmitting or uploading to obtained image to the lottery provider or to an authorized bank or other account holder or manager.
  • a participant could be provided with a location to submit a physical, paper check (or other physical currency).
  • This billing or debiting (or at least the recording of the transaction) may occur simultaneous with an MMS image submission to the lottery operator, for example.
  • user profiles may be linked to payment services or options such as merchant accounts, credit or debit cards, or PAYPAL type accounts (e.g., such that when an image is submitted to the lottery administrator, payment is automatically completed via payment services linked to the user profile).
  • the image file submitted by the lottery contestant is converted into a lottery ticket, as schematically illustrated in Fig. 2, which, optionally, can be used in an existing or conventional lottery process and infrastructure.
  • This conversion in preferred (but not necessarily all) embodiments, includes a combination or compilation of the digital image with contestant information, which preferably includes payment information, as defined herein above.
  • each lottery ticket (e.g., created from a digital image, etc.) converted or created results in a self-contained information capsule (e.g., created or stored as a “.lot” file with associated MIME type(s) to process the file), which, in preferred embodiments, carries all (or at least some) information necessary to secure lottery ticket integrity and to re-generate the originally submitted lottery picture or image (and/or contestant information).
  • a self-contained information capsule e.g., created or stored as a “.lot” file with associated MIME type(s) to process the file
  • each information capsule or lottery ticket created will be linked to the users (i.e., image issuer’s or lottery contestant’s) unique personal profile.
  • the lottery provider or administrator charges a fee to convert the image into a lottery ticket.
  • traceable banking information for example routing numbers or information and/or clearing house numbers - will be integrated in whole or in part into the lottery ticket.
  • a serial number will be generated and integrated into or associated with the lottery ticket.
  • a serial number may be generated randomly or as a result of data provided by the lottery contestant e.g., derived from digital image information and/or contestant information.
  • a lottery or sweepstakes which utilizes the digital image submitted to generate a unique entry number derived from data present in the digital image.
  • the color patterns or color saturation within the image can be analyzed and unique numbers thereby generated from the unique color patterns or color saturation values found in each image. This can be done in combination with data sets derived also from the number of objects displayed within the image, or from the shape(s) of the objects displayed within the image. Accordingly, because each image (e.g., each personal photograph) submitted will be unique, each entry number derived from the image will be unique.
  • These unique numbers obtained, derived from the qualities of each unique photograph may be combined with the image and other contestant information to form a digital image lottery ticket for each lottery entrant.
  • the derived data sets can be converted into a unique individual lottery number, sweepstakes number, or serial number to be used as the unique entry identifier itself (preferably still associated with a digital image).
  • software can be utilized to more quickly evaluate such photo derived entry identifiers for the purposes of most quickly matching the numbers to drawn (or otherwise selected) winning entry numbers, for more efficient winner selection or determination.
  • open source extendable image formats are used for compressing or packing information, but in some cases, non-open source (for example, proprietary) formats will be used. In embodiments in which non-open source or proprietary formats are used, such use may be employed for the purpose of further uniquely identifying images or generated lottery tickets.
  • Such use may provide security or integrity to the lottery system or method by indicating the presence of or by providing necessary lottery information.
  • conventional PKI type encryption may be used to encrypt information capsules and/or tickets and/or contestant information (e.g., so that the tickets or information capsules, etc. can only be opened or accessed by authorized persons to thereby provide additional integrity or security to the lottery system)
  • other encryption types or methods may be used (or that other data securitization types or methods, exclusive of encryption, may be used) regardless of whether in existence at the time of the present application for patent.
  • each of these steps or processes just described related to encryption, compilation of data, and/or otherwise related to the creation of the information capsule or lottery ticket may be performed by the lottery contestant rather than the entity administering the lottery (or such entity’s equipment or agent), or by some combination thereof.
  • software may be provided either preloaded into computers or mobile devices or made available as downloads (e.g., as an iPhone software application).
  • all of the necessary software may be hosted in “the cloud” to minimize hardware cost, install, and storage requirements.
  • the contestant could access the necessary software using a link provided on a mobile device, which is either located by navigating the world wide web or because it is received by email, text message, or other messaging mechanism or type.
  • a mobile device which is either located by navigating the world wide web or because it is received by email, text message, or other messaging mechanism or type.
  • such software could be used by a lottery contestant to pre-encrypt image and contestant information or to otherwise create a valid, secure lottery ticket (e.g., or information capsule) prior to or simultaneous with submission of such to the entity administering the lottery (whether or not such lottery ticket or information capsule is encrypted, by compiling or combining appropriate data or information).
  • a lottery drawing will take place in which lottery entrants will either be selected to advance to intermediate or advancement phases of the lottery and/or a final lottery winner or winners will be selected.
  • a lottery draw is conducted utilizing an approved (and preferably secure) random number generator and/or lottery draw machine supplied by one of a number of possible vendors.
  • the draw is completed in several rounds such as “qualification”, “advancement”, and “final” rounds.
  • a first round is completed or performed to select a plurality of lottery tickets which, as winners of an initial lottery stage (or “qualification draw”), enter or proceed to the next levels or stages of the lottery.
  • further draws are completed which select or determine winners to proceed to additional or a final stage(s).
  • one or more (or all) of such draws or levels can be broadcast (or integrated into an existing broadcast) on a television program or otherwise publicized such as on a webcast or website.
  • the various levels of draw may be completed or initiated prior to a television broadcast (for example) or, alternatively, as a live component of a television program (e.g., using pre-moderated images or photographs from or comprising the lottery tickets).
  • the approval or moderation process is conducted by human moderators. More particularly, such moderators will review and adjudge the submitted, selected, or drawn pictures or images to ensure compliance to regulatory and decency issues (i.e., which will typically be different from market to market and from application to application). If a picture is not compliant or is otherwise not acceptable (e.g., as decided by moderators or other mechanism), it can be exchanged or replaced with a dummy placeholder picture or other generic image for use in the associated television program or other form of lottery publication or broadcast.
  • At least one purpose of the television broadcast or other type broadcast or publication of the subject lotteries is to provide a visual, more engaging component to the herein described lottery systems and methods.
  • participation in such lotteries and/or viewership of such lotteries is expected to improve (e.g., because of the prospect of viewing a neighbor’s or friend’s or one’s own submitted image or photograph) thereby bringing additional revenue to such lotteries.
  • new lotteries can be organized and/or initiated in short periods of time. Moreover, previously organized or initiated lotteries can be completed in condensed time frames. For example, in certain embodiments, new lotteries can be announced to prospective contestants via television commercials, web broadcasts, SMS texts, or MMS messages, and the lotteries can be completed quickly or within some compressed time frame thereafter. For example, prospective participants generally interested in lotteries could subscribe to notification services which will send SMS or MMS messages (or emails) to such subscribers announcing the creation or initiation of new lotteries.
  • such announced or initiated lotteries could be joined or entered virtually instantaneously (e.g., without requiring a trip to a remote lottery ticket purchase center) such as by return MMS message or email message (e.g., with included image and/or payment information as described herein above).
  • games can be provided which can be played contemporaneously with the attendance of a live event, such as a sporting event or musical performance (or trade show).
  • a live event such as a sporting event or musical performance (or trade show).
  • potential game participants attending a live event such as a baseball game, are displayed an advertisement on stadium screens and through such advertisements in the stadium, are invited to enter into a competition or game to win a prize.
  • entrants are not charged a game entry fee for participating in the game or contest.
  • hopeful participants can simply send a photograph to an identified “short code” (or to a phone number or email address, for example) by the invited method, i.e., via conventional MMS message, for example.
  • the stadium screens will display the selection process of the prize winner or winners.
  • the photographs of the entrants may be displayed in a photo carousel or on a spinning photo-wheel, displaying numerous entrant photographs, that spins around and stops at the winning photograph.
  • Photographs of entrants may be displayed (concurrently or via alternating displays) - such as cascaded - in any other aesthetically desirable way, of course.
  • a financial sponsor or sponsors of the games can structure the game so that participants are sent a link to a social networking page (e.g., to a Facebook page) or to an internet web-page where they can see their photographs combined with logos representative or associated with the events they attended and/or the sponsors of the game.
  • games may be delivered or otherwise provided via cloudbased software.
  • Cloud servers in such example embodiments, may be operated and owned by the game provider, or the game provider may use the existing cloud server services of existing third party providers (such as cloud storage provided by companies such as IBM, Amazon, Google, Microsoft, and the like).
  • the game provider may install physical servers at or near the event locations, or even in mobile vehicles, such as temperature controlled cargo vehicles carrying their own power supplies and game servers.
  • the games may be streamable or downloadable by the lottery participant or by the event sponsor.
  • a game sponsor’s name and/or logo will be featured or otherwise displayed on the stadium screens and/or also in the confirmation messages participants receive on their mobile phones or similar communications devices. Coupons (or other redeemable certificate types), advertisements, and/or other marketing information or participation rewards may also be sent. Similarly, surveys (or other sponsor related inquiries) could be sent, for example, with rewards or other compensation possibly provided to the participants which actually complete the surveys.
  • the customer may provide or register one or more of the following details:
  • a phone number and name may be the only information given and may be collected by way of receipt of an SMS or other message from the lottery participant.
  • the customer takes a digital picture utilizing a camera-phone or ordinary digital camera.
  • the customer scans an ordinary photo or image and uploads the photo or image to his/her phone or computer.
  • the customer uses an existing digital image created by the customer or any third party or other source.
  • the customer utilizes a publicly available lottery kiosk to create a digital image.
  • the digital image is sent to the lottery server by using a mobile phone, tablet, or similar device’s MMS utility (or installed software “app” or application).
  • the digital image is sent to the lottery server by e-mail or instant message (“IM”) or via an internet chat service or via satellite connection (for instance from a mobile phone or electronic tablet) or by similar electronic mechanism or means (e.g., from a social networking site or web site interface).
  • IM instant message
  • satellite connection for instance from a mobile phone or electronic tablet
  • similar electronic mechanism or means e.g., from a social networking site or web site interface
  • the digital image is sent to the lottery server using a lottery kiosk.
  • the customer pays in advance by way of an existing, conventional payment and debit solution for mobile phones.
  • the customer has the cost of the lottery ticket and the cost of the data transfer added to the customer’s phone bill.
  • the customer has the cost of the lottery ticket (e.g., and possibly the cost of the data transfer) deducted from his or her pre-paid mobile phone card (e.g., instantly).
  • the customer pays via the internet by way of debit card or credit card.
  • the customer pre- pays the lottery ticket in a kiosk.
  • the payment and its amount may be encrypted (but is not required to be) and then registered and linked to the customer’s profile in the database.
  • the payment and its amount may be encrypted and/or registered and linked to the customer’s profile in the database.
  • the payment may be encrypted and/or then registered and linked to the customer’s profile in the data base.
  • the payment and its amount may (optionally) be encrypted and/or then registered and linked to the customer’s profile in the database.
  • the image may be manually checked in order to make sure it complies with laws and/or general ethical standards.
  • an image is, for some reason, not in compliance with current laws or ethical standards (e.g., because it is obscene, insulting in nature, etc.), the image may be replaced with a standard, computer generated image.
  • the customer may be sent a receipt by SMS text to the number registered in the database, and/or the number the image was sent from, as a confirmation of the transaction.
  • the customer may be sent an MMS message as a receipt and confirmation of the transaction.
  • the image may be encrypted.
  • the encrypted image is linked to the payment, the amount and origin of the payment (and possibly other contestant information, if desired) and may be assigned and linked to a unique sequence number.
  • the encrypted image serves as the actual lottery ticket.
  • the received image is combined with contestant information, payment details, and a unique sequence number and is encrypted to form an information capsule which serves as an actual lottery ticket.
  • the received image is combined with contestant information, payment details, and a unique sequence number which serves as an actual lottery ticket (i.e., without performing an encryption step or forming an information capsule).
  • a random number generator generates a unique random number for every participant’s customer profde.
  • a unique number is assigned to each lottery ticket at an earlier time or during an earlier step such as when the image and payment are registered as a lottery ticket.
  • the random number generator In an intermediate or lottery advancement (or final winner) stage, depending on the number of participants, the random number generator generates one or more numbers.
  • step 2 The numbers generated or “drawn” in step 2 are matched to lottery tickets generated or validated in earlier steps by matching such drawn numbers to the numbers assigned or affiliated with such lottery tickets in previous steps.
  • the customers (or customer profiles) associated with such matches are deemed winners (e.g., final or advancement stage winners).
  • Steps 2 and 3 can be repeated until the lottery provider (or operator) has a fitting or desired number of participants or images for the final winner draw (e.g., for display on the internet or for broadcast on television or on a stadium screen).
  • images can be screened by moderators at this stage in addition to or instead of at earlier stages when or if there are large numbers of lottery participants.
  • the television show or webcast or website will display images that represent entrants to the lottery.
  • One or more winners will be drawn by a random number generator.
  • the final winner (or intermediate stage winners) will be shown on a television show or webcast or website (or other desired public medium).
  • the participant may be called on the phone number it was sent from, if no preferred alternate number was provided (or may be contacted by other mechanism or means).
  • the show (or webcast or internet display) may be broadcast or published as pre-recorded, with delay, or live.
  • a database can be utilized to automatically track the gaming patterns of separate individuals.
  • the database may be optionally created by collecting data from payment information submitted for each entrant. For example, if payment is received with a credit card or checking account, the use of the same account numbers can be monitored, tracked, and/or tallied. These numbers can be compared against a database of known or suspected abusers or money launderers. In other or similar embodiments, the names of entrants, or the identification of entrants, may be collected.
  • a database or other utility may be utilized, created in association with the operation of the lottery, so that the lottery game automatically enforces age limits or other terms or conditions of the specific lottery game itself (which may be changed from game to game or country to country or state to state, for example).
  • the customer may provide or register one or more of the following details:
  • a phone number and name may be the only information given and may be collected by way of receipt of an SMS or other message from the lottery participant.
  • Information registered in the database may be encrypted. II. Taking the picture
  • the customer takes a digital picture utilizing a camera-phone or ordinary digital camera.
  • the customer scans an ordinary photo or image and uploads the photo or image to his/her phone or computer.
  • the customer uses an existing digital image created by the customer or any third party or other source.
  • the customer utilizes a publicly available lottery kiosk to create a digital image.
  • the digital image is sent to the lottery server by using a mobile phone, tablet, or similar device’s MMS utility (or installed software “app” or application).
  • the digital image is sent to the lottery server by e-mail or instant message (“IM”) or via an internet chat service or via satellite connection (for instance from a mobile phone or electronic tablet) or by similar electronic mechanism or means (e.g., from a social networking site or web site interface).
  • IM instant message
  • satellite connection for instance from a mobile phone or electronic tablet
  • similar electronic mechanism or means e.g., from a social networking site or web site interface
  • the digital image is sent to the lottery server using a lottery kiosk.
  • the image may be manually checked in order to make sure it complies with laws and/or general ethical standards.
  • an image is, for some reason, not in compliance with current laws or ethical standards (e.g., because it is obscene, insulting in nature, etc.), the image may be replaced with a standard, computer generated image.
  • the customer may be sent a receipt by SMS text to the number registered in the database, and/or the number the image was sent from, as a confirmation of the transaction.
  • the customer may be sent an MMS message as a receipt and confirmation of the transaction.
  • the encrypted image is linked to contestant information, if desired, and may be assigned and linked to a unique sequence number.
  • the encrypted image serves as the actual lottery ticket.
  • the received image is combined with contestant information and a unique sequence number and is encrypted to form an information capsule which serves as an actual lottery ticket.
  • the received image is combined with contestant information and a unique sequence number which serves as an actual lottery ticket (i.e., without performing an encryption step or forming an information capsule).
  • a random number generator generates a unique random number for every participant’s customer profde.
  • a unique number is assigned to each lottery ticket at an earlier time or during an earlier step such as when the image and payment are registered as a lottery ticket.
  • the random number generator In an intermediate or lottery advancement (or final winner) stage, depending on the number of participants, the random number generator generates one or more numbers.
  • step 2 The numbers generated or “drawn” in step 2 are matched to lottery tickets generated or validated in earlier steps by matching such drawn numbers to the numbers assigned or affiliated with such lottery tickets in previous steps.
  • the customers (or customer profiles) associated with such matches are deemed winners (e.g., final or advancement stage winners).
  • Steps 2 and 3 can be repeated until the lottery provider (or operator) has a fitting or desired number of participants or images for the final winner draw (e.g., for display on the internet or for broadcast on television or at a spectator event).
  • images can be screened by moderators at this stage in addition to or instead of at earlier stages when or if there are large numbers of lottery participants.
  • the television show or webcast or website or stadium display (e.g., at a spectator or similar event) will display images that represent entrants to the lottery.
  • the final winner (or intermediate stage winners) will be shown on a television show or webcast or website (or other desired public medium, such as a display screen at a spectator event).
  • the participant may be called on the phone number it was sent from, if no preferred alternate number was provided (or may be contacted by other mechanism or means).
  • the show (or webcast or internet display or display at a spectator event) may be broadcast or published as pre-recorded, with delay, or live.
  • a database can be utilized to automatically separate and track the gaming patterns of separate individuals.
  • a database or other utility may be utilized, created in association with the operation of the lottery, so that the lottery game automatically enforces age limits or other terms or conditions of the specific lottery game itself (which may be changed from game to game or country to country or state to state, for example).
  • a lottery or sweepstakes in which a contestant (or entrant) submits a photograph (or image) to the game provider, in which the game provider generates a lottery number from the photograph submitted. That is, as described elsewhere in the specification, after a photograph is submitted to the game provider, the photograph is analyzed for features such as the number of objects or persons depicted, the shape of the objects or persons depicted, the colors depicted, image contrast, color saturation, etc. As part of this analysis, the data collected is processed and used to generate a unique number from the image, which is thereafter affiliated with the game entrant, and then used as a mechanism to select or drawn a game winner.
  • a description of an example game is provided below:
  • the customer takes a digital picture utilizing a camera-phone or ordinary digital camera.
  • the customer scans an ordinary photo or image and uploads the photo or image to his/her phone or computer.
  • the customer uses an existing digital image created by the customer or any third party or other source.
  • the customer utilizes a publicly available lottery kiosk to create a digital image.
  • the digital image is sent to the lottery server by using a mobile phone, tablet, or similar device’s MMS utility (or installed software “app” or application).
  • the digital image is sent to the lottery server by e-mail or instant message (“IM”) or via an internet chat service or via satellite connection (for instance from a mobile phone or electronic tablet) or by similar electronic mechanism or means (e.g., from a social networking site or web site interface).
  • IM instant message
  • satellite connection for instance from a mobile phone or electronic tablet
  • similar electronic mechanism or means e.g., from a social networking site or web site interface
  • the digital image is sent to the lottery server using a lottery kiosk.
  • the image is analyzed for color, contrast, object numbers/shapes, etc. (as described herein) and the data obtained is used to generate a unique entrant number affiliated with the image and therefore affiliated with the game entrant.
  • the customer may be sent a receipt by SMS text to the number registered in the database, and/or the number the image was sent from, as a confirmation of the transaction.
  • the customer may be sent an MMS message as a receipt and confirmation of the transaction.
  • V The draw 1 .
  • a random number generator generates a unique random number to be used as the winning game number.
  • a winning number may be selected by other means such as by the game provider selecting or taking a photograph to use to generate a winning number, using the same techniques used to generate the entrant numbers from submitted photographs.
  • the number selected as the winning game number in the “draw” step is matched to a game entrant number determined in Step III. If no exact match is determined, the closest number to a match is optionally selected. Once a suitable game entrant number match to the winning number is identified, the winner of the game is declared. Such winner is the game entrant that submitted the photograph (or other image) which resulted in the game entrant number which matched (or most closely matched) the selected winning number. Optionally, the image used to generate the winning game entrant number is then identified and used to publicize the winner. Optionally, if no exact number matches are determined in this stage, no winner can be declared and any prizes can be carried over to a subsequent game.
  • At least one embodiment of the subject invention comprises a unique lottery ticket comprised of digital numbers and/or letters submitted by a contestant in combination with payment for lottery participation.
  • a sequence of numbers and/or letters and/or payment information is compiled and/or encrypted to form a secure information capsule which serves as a lottery ticket.
  • the information contained in the lottery ticket (including the identity of the contestant, the numbers and/or letters, and possibly other information) is secured from unauthorized access and therefore aids in preventing tampering with lottery integrity.
  • a non-limiting, example embodiment of a lottery system which utilizes such a lottery ticket (e.g., comprised of a digital numbers and/or letters and contestant information compiled or encrypted to form an information capsule) is schematically depicted therein.
  • a lottery system 1 includes five main stages or phases which begin with entry of a contestant into the lottery and terminate with the selection of a lottery winner and the broadcast or publication of such lottery winner on a television program, webcast, website, or the like.
  • the lottery begins with phase 1 where the prospective lottery contestant submits digital numbers and/or letters to the lottery provider.
  • digital numbers and/or letters may be delivered using a cellular phone (or scanned with a built-in camera) or may be scanned with a conventional camera and then uploaded to a computer or cellular phone for submission.
  • a scanner may be used to create a digital numbers and/or letters or an numbers and/or letters may simply be obtained from third party sources or even authored via third party software applications.
  • lottery kiosks may be provided in public locations, such as grocery or convenience stores, with such kiosks including scanners and appropriate data or internet connections for submitting numbers and/or letters.
  • the numbers and/or letters is ultimately submitted to the lottery provider or administrator using suitable methods or mechanisms. These may include, but are not limited to, via MMS message, internet (e.g., via email), proprietary software interface (e.g., contained or downloaded onto a computer, hand held device, or mobile phone), or via the above-described kiosk, for example.
  • the numbers and/or letters is stored on one or more lottery servers in association with a unique user profde linked or associated with the lottery contestant (e.g., created simultaneous with, prior to, or after the submission of a suitable numbers and/or letters).
  • a lottery contestant submits payment for lottery participation (e.g., payment for entry into the lottery, issuance of the ticket, and the chance at winning prizes or money).
  • payment can be completed using functionalities or services offered by contestants’ mobile operators where the owners of the mobile phones (or cellular phones) are charged or billed through their mobile subscription either as a credit, debit, or via deduction from a pre-paid account (e.g., a pre-paid SIM card).
  • This billing or debiting (or at least the recording of the transaction) may occur simultaneous with a numbers and/or letters submission to the lottery operator, for example.
  • user profiles may be linked to payment services or options such as merchant accounts, credit or debit cards, or PAYPAL type accounts (e.g., such that when an numbers and/or letters is submitted to the lottery administrator, payment is automatically completed via payment services linked to the user profile).
  • payment services or options such as merchant accounts, credit or debit cards, or PAYPAL type accounts (e.g., such that when an numbers and/or letters is submitted to the lottery administrator, payment is automatically completed via payment services linked to the user profile).
  • payment is made, in exemplary embodiments of the invention, whenever a numbers and/or letters is submitted to the lottery provider (or when the lottery provider processes or accepts a submitted numbers and/or letters), a valid payment is registered and a lottery ticket purchase (or lottery entry) is fulfilled. Thereafter, in phase 3, the process of creating a numbers and/or letters type lottery ticket is begun.
  • the numbers and/or letters file submitted by the lottery contestant is converted into a lottery ticket, as schematically illustrated in Fig. 2, which, optionally, can be used in an existing or conventional lottery process and infrastructure.
  • This conversion in preferred (but not necessarily all) embodiments, includes a combination or compilation of the digital numbers and/or letters with contestant information, which preferably includes payment information, as defined herein above.
  • each lottery ticket (e.g., created from a digital numbers and/or letters, etc.) converted or created results in one or two linked self-contained information capsules (e.g., created or stored as a “.lot” file with associated MIME type(s) to process the file), which, in preferred embodiments, carries all (or at least some) information necessary to secure lottery ticket integrity and to re-generate the originally submitted lottery picture or numbers and/or letters (and/or contestant information).
  • a “.lot” file with associated MIME type(s) to process the file which, in preferred embodiments, carries all (or at least some) information necessary to secure lottery ticket integrity and to re-generate the originally submitted lottery picture or numbers and/or letters (and/or contestant information).
  • each information capsule and lottery ticket (we need one capsule for contestant's information and one for “numbers and/or letters) created will be linked to the users (i.e., numbers and/or letters issuer’s or lottery contestant’s) unique player profile.
  • the lottery provider or administrator charges a fee to convert the numbers and/or letters into a lottery ticket.
  • traceable banking information for example routing numbers or information and/or clearing house numbers - will be integrated in whole or in part into the lottery ticket.
  • a serial number will be generated and integrated into or associated with the lottery ticket.
  • a serial number may be generated randomly or as a result of data provided by the lottery contestant (e.g., derived from digital numbers and/or letters information and/or contestant information).
  • data provided by the lottery contestant e.g., derived from digital numbers and/or letters information and/or contestant information.
  • serial number generated for every single contestant.
  • open source extendable numbers and/or letters formats are used for compressing or packing information, but in some cases, non-open source (for example, proprietary) formats will be used.
  • non-open source or proprietary formats such use may be employed for the purpose of further uniquely identifying numbers and/or letters or generated lottery tickets.
  • Such use may provide security or integrity to the lottery system or method by indicating the presence of or by providing necessary lottery information.
  • conventional PKI type encryption may be used to encrypt information capsules and/or tickets and/or contestant information (e.g., so that the tickets or information capsules, etc.
  • each of these steps or processes just described related to encryption, compilation of data, and/or otherwise related to the creation of the information capsule or lottery ticket may be performed by the lottery contestant rather than the entity administering the lottery (or such entity’s equipment or agent), or by some combination thereof.
  • software may be provided either preloaded into computers or mobile devices or made available as downloads (e.g., as an iPhone software application).
  • Such software could be used by a lottery contestant to pre-encrypt numbers and/or letters and contestant information or to otherwise create a valid, secure lottery ticket (e.g., or information capsule) prior to or simultaneous with submission of such to the entity administering the lotery (whether or not such lotery ticket or information capsule is encrypted, by compiling or combining appropriate data or information).
  • a lottery contestant could be used by a lottery contestant to pre-encrypt numbers and/or letters and contestant information or to otherwise create a valid, secure lottery ticket (e.g., or information capsule) prior to or simultaneous with submission of such to the entity administering the lotery (whether or not such lotery ticket or information capsule is encrypted, by compiling or combining appropriate data or information).
  • a lottery drawing will take place in which lottery entrants will either be selected to advance to intermediate or advancement phases of the lottery and/or a final lottery winner or winners will be selected.
  • a lottery draw is conducted utilizing an approved (and preferably secure) random number generator and/or lottery draw machine supplied by one of a number of possible vendors.
  • the draw is completed in several rounds such as “qualification”, “advancement”, and “final” rounds.
  • a first round is completed or performed to select a plurality of lottery tickets which, as winners of an initial lottery stage (or “qualification draw”), enter or proceed to the next levels or stages of the lottery.
  • further draws are completed which select or determine winners to proceed to additional or a final stage(s).
  • one or more (or all) of such draws or levels can be broadcast (or integrated into an existing broadcast) on a television program or otherwise publicized such as on a webcast or website.
  • the various levels of draw may be completed or initiated prior to a television broadcast (for example) or, alternatively, as a live component of a television program (e.g., using pre-moderated numbers and/or letters or photographs from or comprising the lottery tickets).
  • the approval or moderation process is conducted by software. More particularly, such moderators will review and adjudge the submitted, or winning numbers and/or letters to ensure compliance to regulatory and decency issues (i.e., which will typically be different from market to market and from application to application). If a combination of numbers and/or letters is not compliant or is otherwise not acceptable (e.g., as decided by moderators or other mechanism), it can be censored for use in the associated television program or other form of lottery publication or broadcast.
  • At least one purpose of the television broadcast or other type broadcast or publication of the subject lotteries is to provide a more engaging component to the herein described lottery systems and methods.
  • participation in such lotteries and/or viewership of such lotteries is expected to improve (e.g., because of the prospect of viewing a neighbor’s or friend’s or one’s own, personal submitted numbers and/or letters) thereby bringing additional revenue to such lotteries.
  • new lotteries can be organized and/or initiated in short periods of time. Moreover, previously organized or initiated lotteries can be completed in condensed time frames. For example, in certain embodiments, new lotteries can be announced to prospective contestants via television commercials, web broadcasts, SMS texts, or MMS messages, and the lotteries can be completed quickly or within some compressed time frame thereafter. For example, prospective participants generally interested in lotteries could subscribe to notification services which will send SMS or MMS messages (or emails) to such subscribers announcing the creation or initiation of new lotteries.
  • such announced or initiated lotteries could be joined or entered virtually instantaneously (e.g., without requiring a trip to a remote lottery ticket purchase center) such as by return MMS message or email message (e.g., with included numbers and/or letters and/or payment information as described herein above).
  • the following is a description of a system or method for preventing the following, negative consequences of gambling, such as: gambling addiction; lack of age control; the player losing his/her ticket; theft of tickets; pollution (paper tickets).
  • the player must, before participating in a game of chance, supply two or more of the following: full name; address; phone number; debit card number; credit card number; email address; social security number; date of birth; and/or bank account number.
  • the information is optionally, but preferably, provided by the participant via a mobile phone application or via a website.
  • the information is sent to the database, it is cross referenced with other sources of information (e.g., driver license information, IP address, encryption token) to ensure that the identity of the participant is correct and that the participant is of legal gambling age.
  • sources of information e.g., driver license information, IP address, encryption token
  • Each participant can preferably only have one player profile.
  • the participant can then, via the participant's credit or debit card, participate in games of chance.
  • Data such as IP addresses (or similar information), can likewise be used to determine the scope of games which may be legally offered based on detected geographic location.
  • the participant wins the winnings will be transferred directly to the participant's bank account and or credit or debit card.
  • the participant is issued a receipt and the database retains a copy of the receipt or transfers it to a second database. If the participant spends more money than he or she should, the participant will be locked out of the game for a period of time. This will be defined by either the participant's own spending limits or built-in spending limits. The participant can choose to delete or deactivate his/her profile.
  • a unique lottery in which electronic payment is accepted (e.g., credit card payment).
  • lottery play is monitored so that frequent players can be identified. If players play too often, they can be warned and/or play suspended for selected times. Frequency of play acceptability can be the same criteria for all players, or based on salary and/or credit history.
  • a gaming entry and/or security hub is provided, the use of which can provide access to a variety of lotteries, sweepstakes, or other games, in diverse locations.
  • a central gaming hub can be maintained which serves as a central entry point and/or clearing house for game entrants, for a plurality of games, located at multiple locations around the United States (or other locations or regions throughout the world, such as within the various member countries of the European Union).
  • hub is used, the meaning of such term is to convey that one or more game contestant registration and/or entry points are provided but where all (or substantially all) registrations or entries pass through a centralized database and/or screening procedure.
  • Game Provider a game provider (or developer) within the United States (hereinafter “Game Provider”) wishes to launch a plurality of games accessible to citizens or residents of (or a portion of) the states of the United States of America
  • Game Provider will provide or construct a clearing house which includes servers, including computer processors and one or more databases, for intaking contestant information and entries and, through software operations, for processing said contestant information and entries.
  • the clearing house may also be constructed by third party contractors according to the necessary operational parameters provided by the Game Provider and/or governmental entity.
  • a Game Provider can provide one or more web portals (e.g., accessible through a uniform resource locator (“URL”) via a web browser connected to the internet) by which a prospective contestant (or game player) can access the hub.
  • a uniform resource locator (“URL”)
  • the URLs can be customized to provide information about a specific game in which the prospective contestant has acquired interest. For example, if a “bingo” game and photo-lottery game (as described herein) are both being simultaneously promoted by the Game Provider, an example URL could optionally be selected to be www.gameprovidername_bingo.com for the bingo-style game, and www.gameprovidername_photolotto.com for the photo-lottery style game.
  • any unique URL which is available can be selected to utilized for access to the hub.
  • the URLs will preferably each access the same clearing house (or “hub”) or at least a similar clearing house, which performs the same or similar operations of duplicate (or substantially duplicate), “mirror” hubs.
  • the multiple clearing houses will preferably perform the same entry, registration, and/or screening operations because they each access mirrored (e.g., duplicated) or at least substantially similar databases and contain software with the same or similar operating commands.
  • URLs can “point” to a specific clearing house provisioned for a specific game (or lottery or sweepstakes) or they can be configured to “point” to the same clearing house which is provisioned to screen and process prospective contestants for both game types.
  • a single URL can be used for access by all prospective contestants, for all games.
  • the clearing house hub can be provisioned to access outside databases, such as databases maintained by law enforcement agencies, and then to crossreference information in internal databases (e.g., information collected from prospective game contestants) against information contained in such law enforcement databases, in order to screen prospective game contestants according to criteria described elsewhere herein.
  • outside databases such as databases maintained by law enforcement agencies
  • a hub can be established by a Game Provider for screening prospective contestants (or game players) and thereafter providing approved contestants with access to games, lotteries, or sweepstakes within the control of the Game Provider.
  • games may be supplied by the Game Provider of course, or the Game Provider may serve as a clearing house only, with third party game providers being provided with electronic access to the hub.
  • a non-limiting list of example games that may be provided by a Game Provider are photo-lottery type games (such as described herein), alphanumeric lotteries (such as described herein), sweepstakes, and/or bingo-type games.
  • a Game Provider will make one or more URLs available to prospective game contestants, by publicizing the URLs in promotional media, such as online, on television or cable, in print ads, or in messages “pushed” or otherwise delivered to mobile devices, such as mobile phones.
  • a hub URL may be promoted at a live spectator event, for example.
  • a prosective game contestant after viewing a Game Provider’s promotion(s), can access the Game Provider’s hub by accessing it on the internet using a conventional web browser into which the Game Provider’ s URL is entered.
  • the URL accesses a hub portal which is remotely hosted on hub provider servers (or in a cloud based environment).
  • the hub portal includes a user-interface which collects information from the prospective game contestant so that the contestant can be screened for approval for game or lottery play.
  • a prospective contestant is asked to supply one or a combination of the following: full name; address; phone number; facial (or equivalent) image; debit card number; credit card number; email address; social security number; date of birth; and/or bank account number.
  • the information, input into the Game Provider hub portal (e.g., from a location remote from the portal) is thereafter transmitted via a preferably bi-directional network (e.g., with broadband electronic communication means, such as fiber optics, copper wire, satellite, or wireless networks) to a database associated with the Game Provider hub and at least transiently stored therein.
  • a preferably bi-directional network e.g., with broadband electronic communication means, such as fiber optics, copper wire, satellite, or wireless networks
  • permanent storage is preferred for the purposes of accomplishing better screening, and/or establishment of databases for later screening.
  • the prospective contestant information is thereafter screened, such as by parsing and/or comparing it to data stored in screening databases either maintained by the Game Provider and/or maintained by governmental authorities, such as law enforcement or tax officials. For example, if a facial image is submitted in combination with a phone number, the Game Provider and/or law enforcement database is accessed and the submitted information compared against facial imagery and/or phone numbers in the screening database. Of course, if specialized data - such as a credit card number - is submitted, a third- party database can be accessed or cross-referenced, such as a credit card provider database, to further screen the prospective contestant data.
  • specialized data include, but are not limited to, driver license information, IP addresses, and encrypted keys such as may be provided with an encryption token.
  • Screening is envisioned to typically encompass a verification that the prospective contestant is the identity claimed as well as of legal gambling age. Screening can also encompass screening for gambling addiction; overdue taxes; overdue child support or paternity or maternity payments; legal judgments; and/or unpaid or overdue debts. It is also envisioned that the Game Provider can approve or reject prospective game contestants, and/or report contestants in violation of laws (for example) to respective legal authorities.
  • a player profile is therefore established (in this optional embodiment), which the contestant can thereafter utilize to obtain access to available lotteries or games and which the Game Provider can use to monitor the contestant’s game play. That is, when a player profile is used to access games or lotteries affiliated with the Game Provider hub, data pertaining to the contestant’s game play is stored, such as (for example) money wagered, frequency of game play, and/or amounts of wins and/or losses and/or facial recognition data.
  • a contestant may then use the established player profile, on a repeated basis over time, to access games connected to or affiliated with the hub. For example, while utilizing the Game Provider hub accessed with the provided URL, once the identity of the player is established and the player profile is accessed, various games, and lotteries and/or sweepstakes may be accessed within the same internet portal. This may be accomplished by providing user menus, which list available games for example.
  • the contestant is then connected to the game interface which can be delivered and/or stored by the Game Provider’s servers (physical or cloud based), or, optionally, third party game providers may link their games to the hub, which also serves as a game distribution or access hub.
  • third-party games may also be hosted on the Game Provider’s servers (physical or cloud) or may optionally be located at third-party locations which deliver the game experience via a bi-directional network.
  • facial recognition technology is used in connection with the hub or clearing house, or similar technologies, to provide additional security-like features.
  • Game Provider hub may have underage children in the household who have access to the game player’s computer and discover the game player’s credentials for accessing the hub.
  • mobile or computing devices having access credentials stored thereon, may be lost or stolen. For any of these or similar reasons, if an unauthorized person acquires access to the logon-authentication credentials for the Game Player Hub, or to a device which contains such credentials, there is a risk that an unauthorized person will acquire unauthorized access to the Game Player Hub network (or to the game player or contestant’s prizes or funds).
  • a camera is connected to or integrated with the mobile or electronic computing device.
  • images of the face of a person accessing the Game Player Hub may be compared to one or more (preferably authenticated) facial images (or videos) of the game player associated with the access credentials being contemporaneously used to access the Game Player Hub and/or games accessible thereon.
  • authenticated facial images are used as reference images, such authentication may be accomplished using one or more suitable means. For example, drivers license or passport images may be uploaded (or copies thereof physically mailed in) as one mechanism to authenticate true identity.
  • the game player may be required to visit a location where identification (such as drivers license) is checked while images to store as authentication images are captured as still images or video. Camera images taken during game play may then be compared to stored authenticated facial images to prevent unauthorized use of game player access credentials and/or unauthorized access to the Game Player Hub.
  • identification such as drivers license
  • Image comparison steps may be performed in different quantities and at different time intervals, depending on the factual situation confronted. For example, it may be desired to only perform facial image authentication steps at initial logon or at “log off’, or the performance of such steps may be reserved for instances in which prizes are to be awarded or are won, or when funds are uploaded or transferred away.
  • facial imagery may be monitored continuously, or alternatively, at time intervals (e.g., every 5 or 15 minutes or other suitable time period).
  • computer software stored on Game Player Hub servers contains instructions to automatically perform the facial image authentication steps, without need for any or at least any substantial human intervention.
  • the Game Player Hub may be configured to activate facial image authentication protocols, if unauthorized use of the player profile is detected. For example, if unauthorized use (e.g., a suspicious logon) is detected, the facial recognition technology will execute computer stored instructions and automatically take a photograph (and/or video) of the contemporaneous user and then automatically compare it to stored, authenticated facial images. In this process, the images may also be transiently stored, or permanently stored, or even transmitted as the case may be.
  • the Game Provider Hub collects and/or detects information about each verified game player (or contestant), such as such as an internet protocol (IP) address or MAC address (or other identifier) of the laptop, or other computer, or mobile device used by the prospective game contestant.
  • IP internet protocol
  • Patterns of use e.g., typical time of day and duration of usage, or player habits or personalities may also be recorded for comparison to future use or patterns.
  • the facial image authentication protocols described herein may programmed to automatically activate to attempt to verify the identity of the contemporaneous user of the Game Player Hub (i.e., the user which initiated the suspicious logon).
  • authentication protocols may also be activated if unusual or unexpected wagers or game play patterns are detected (e.g., which don’t match prior patterns, by being more aggressive, for example). That is, images of the user may be obtained and then compared to stored, authenticated images.
  • the suspicious-logon-user may be automatically excluded or terminated from Game Provider Hub access and/or game play. Additionally, the unauthorized user’s facial imagery may thereafter be stored to block that user in the future (e.g., if logging onto the hub with other credentials). If any unauthorized access attempt is detected or determined, facial images captured during the facial image authentication attempt may be stored and/or transmitted to a known or trusted device of the individual associated with the logon credentials in question.
  • a photograph and/or video sequence could be sent by text/MMS message to the trusted cellular device or email of the authorized game player so that the authorized game player is notified of the unauthorized use of the player profile and provided with the photo and/or video to potentially identify the unauthorized user (e.g., if it is their own child).
  • the photo and/or video of the unauthorized user can be provided to law enforcement to identify, and prosecute if appropriate, the unauthorized user.
  • Game contestants can use credit cards, in some embodiments, to pay for game play. In other embodiments, payment made be made via wire, electronic bank transfer, electronic check, payment providers such as a Paypal, Zell, or Venmo, or via digital currency (e.g., Bitcoin). In alternative embodiments, unique methods of payment for play may be utilized. For example, a game contestant may be required to purchase a physical game or lottery ticket with cash. The physical ticket can include a code covered by a scratch off film, which the game contestant removes (e.g., using a coin or finger nail or similar method) to reveal the code. The code can then be supplied to the Game Provider hub, which is then cross-checked against a database.
  • payment providers such as a Paypal, Zell, or Venmo
  • digital currency e.g., Bitcoin
  • unique methods of payment for play may be utilized.
  • a game contestant may be required to purchase a physical game or lottery ticket with cash.
  • the physical ticket can include a code covered by a scratch off film, which
  • the entry of the code confirms to the Game Provider that the game play has been paid for with cash, and the Game Provider can thereafter be compensated by the ticket seller (who received the cash payment) such as through electronic transfer of funds.
  • the ticket seller in such instance, prefereably retains a portion of the ticket sales price as a commission to compensate the ticket seller for the effort involved in processing and enabling the transaction.
  • a convenience store may sell a scratch-off ticket in a state such as Arizona (for example) to a prospective game contestant.
  • the code is then revealed by scratching off the scratch-off film and thereafter used to prove payment for game play by entering the code into a web interface of a mobile device (or other web or network accessible device) which, in turn, accesses a Game Provider’s clearing house hub in a far away locale, such as Florida (for example). Verification of the code authenticity and value amount can be obtained by accessing an additional database (such as a banking or governmental lottery database) or via parsing data stored on the Game Provider’s database (on physical servers or in a cloud). If a game participant wins during game play, the winnings may be recorded to maintain a credit balance, or, optionally, will be transferred directly to the participant's bank account and or credit or debit card (or other payment receipt location or as digital currency).
  • the participant is preferably issued an electronic receipt and the database retains a copy of the receipt or transfers it to a second database.
  • the participant if the participant spends more money than he or she should, or if it is determined that the player has debts elsewhere (e.g., late child support payments), the participant will be locked out of the game for a period of time or input or won funds may be transferred to a third party or to a governmental entity, such as a legal authority.
  • game providers or legal authorities can define spending or game play limits, which may vary by state law.
  • spending or game play limits may therefore be set differently for each game player (i.e., contestant) based on their detected physical location or detected place of citizenship or residency.
  • game play and spending limits may be tailored for specific players, with different players supplied with different spending (or game play) limits, even though such different players are accessing a single Game Provder clearing house hub.
  • the customer must provide or register one or more of the following details:
  • the customer creates a sequence of numbers and/or letters using a mobile phone, tablet or PC. These numbers and/or letters are the customers potential winning numbers and/or letters.
  • the customer scans a note with printed numbers and/or letters and uploads the numbers and/or letters to his/her phone or computer.
  • the customer uses existing digital numbers and/or letters created by the customer or any third party or other source.
  • the customer utilizes a publicly available lottery kiosk to create digital numbers and/or letters.
  • the digital numbers and/or letters is sent to the lottery server by using a mobile phone appclication utility or web interface.
  • the digital numbers and/or letters is sent to the lottery server by e-mail.
  • the digital numbers and/or letters is sent to the lottery server using a lottery kiosk.
  • the customer has the cost of the lottery ticket (e.g., and possibly the cost of the data transfer) deducted from his or her pre-paid mobile phone card (e.g., instantly).
  • the customer pays via the internet by way of debit card or credit card.
  • the numbers and/or letters may be manually checked in order to make sure it complies with laws and/or general ethical standards.
  • the numbers and/or letters may be replaced with a standard, computer generated numbers and/or letters.
  • the customer will be sent a receipt by SMS text to the number registered in the database, and/or the number the numbers and/or letters was sent from, as a confirmation of the transaction.
  • the customer will be sent an MMS message as a receipt and confirmation of the transaction.
  • the numbers and/or letters may be encrypted.
  • the encrypted numbers and/or letters is linked to the payment, the amount and origin of the payment (and possibly other contestant information, if desired) and may be assigned and linked to a unique sequence number.
  • the encrypted numbers and/or letters serves as the actual lottery ticket.
  • the received numbers and/or letters is combined with contestant information, payment details, and a unique sequence number and is encrypted to form an information capsule which serves as an actual lottery ticket.
  • a random number generator generates a unique random number for every participant’s customer profile. Alternatively, a unique number is assigned to each lottery ticket at an earlier time or during an earlier step such as when the numbers and/or letters and payment are registered as a lottery ticket. 2. In an intermediate or lottery advancement (or final winner) stage, depending on the number of participants, the random number generator generates one or more numbers.
  • step 2 The numbers generated or “drawn” in step 2 are matched to lottery tickets generated or validated in earlier steps by matching such drawn numbers to the numbers assigned or affiliated with such lottery tickets in previous steps.
  • the customers (or customer profiles) associated with such matches are deemed winners (e.g., final or advancement stage winners).
  • Steps 2 and 3 can be repeated until the lottery provider (or operator) has a fitting or desired number of participants or numbers and/or letters for the final winner draw (e.g., for display on the internet or for broadcast on television).
  • numbers and/or letters can be screened by moderators at this stage in addition to or instead of at earlier stages when or if there are large numbers of lottery participants.
  • the television show or webcast or website will display numbers and/or letters that represent potential winners of the lottery.
  • Winning numbers will be drawn by a random number generator.
  • the winning numbers and/or letters will be shown on a television show or webcast or website (or other desired public medium).
  • the participant can be called on the phone number it was sent from, if no preferred alternate number was provided.
  • the show (or webcast or internet display) may be broadcast or published as pre-recorded, with delay, or live. XT.
  • a database can be utilized to automatically separate and track the gaming patterns of separate individuals.
  • a database or other utility may be utilized, created in association with the operation of the lottery, so that the lottery game automatically enforces age limits or other terms or conditions of the specific lottery game itself (which may be changed from game to game or country to country or state to state, for example).
  • the details submitted by the lottery entrant in Step I (“Registering the Customer”) maybe transmitted to or checked against a database and/or cross-referenced with data sources to verify the identity of the player and/or the age of the player and/or the playing habits of the player.
  • the winner selection phase (e.g., where a photograph entry is selected as a winner) may be preceded by an alpha-type (or alpha- numeric) lottery.
  • the first phase of an envisioned lottery may include a word or sentence matching stage which must be successfully completed to compete in the photograph (or video) entry phase.
  • the technological benefits of both may be realized.
  • the ease of deployment and certainty in winner selection may be obtained with the photo-entry portion of the lottery with the addition of alphabet characters to the lottery adding complexity to that portion of the drawing phase (to assist in minimizing or preventing duplicate winners).
  • additional revenue can be realized by including the additional play stage.
  • increased revenue may be generated by utilizing a per-letter entry fee structure for a dual-stage lottery (as compared to a single stage lottery) where the second and winning stage of the lottery is determined by selecting the photograph (or video footage) of the lottery (or sweepstakes) winner.
  • Applicant has also conceived of unique apparatus, systems, and methods which embody, generate, synthesize, and/or deliver hybridized real/virtual world experiences in real/virtual hybridized worlds.
  • real/virtual hybridized worlds - formed by combining imagery and/or experiences from both the real world and a software generated virtual world - are hereinafter referred to as “synthesized worlds” (or the “synthesized world”). This term is used by Applicant regardless of whether the “synthesized world” is primarily composed of virtual content or primarily composed of real world content (or contains co-equal content, or any other mixture of any proportion).
  • the real/virtual hybridized worlds include games located at specific geographic locations in the synthesized world(s). These geographic locations, at which such games are found, are “physical” locations in the synthesized world which, in preferred embodiments, are associated with real geographic locations in the real world.
  • a mobile computing device which includes one or more computer processors, a a data storage mechanism (e.g., a hard drive or flash drive or similar storage technology), a camera, and a user viewable screen.
  • the mobile computing device also preferably includes network connectivity capabilities, such as a wireless antenna and network card for connecting to a wireless internet network, such as delivered over a conventional wireless local area network (“WLAN”) or satellite (e g., as a cellular signal).
  • WLAN wireless local area network
  • satellite e g., as a cellular signal
  • the mobile computing device also (preferably) includes means for automatically and autonomously detecting the geographic coordinates of the device, including the real world physical location of the device as well as any travel to different real world geographic locations.
  • Such means for detecting geographic coordinates can include a global positioning system (“GPS”) (e.g., built into the device) or cell tower triangulation techniques or any other mechanism or method for detecting the real world location of the device as well as any travel therethrough.
  • GPS global positioning system
  • location data may also be derived from sources such as IP addresses.
  • the mobile computing device also includes software stored on a data storage mechanism, or accessed by the device using network connectivity (e.g., such as connectivity to a cloud based network), which is provisioned to execute computer implemented instructions pertaining to the functionality of the herein described inventions.
  • network connectivity e.g., such as connectivity to a cloud based network
  • a human user of the mobile computing device activates the device and, using a graphical user interface (e.g., optionally operated by a touch screen), instructs the device to open a software program (e.g., stored locally or in a cloud network) which enters the human user into the synthesized worlds of the inventions described herein.
  • a software program e.g., stored locally or in a cloud network
  • the human user Upon beginning the program for the first time, the human user is preferably asked to create a character for game play or, in the alternative, a stored player profile is used to begin the game. Regardless, a “player character” is selected (or assigned) and used in the game, and the character is depicted in the synthesized world of the game at a physical location corresponding to the detected location of the human user carrying the mobile computing device.
  • the mobile computing device using GPS or similar location detection technology, detects the real world location of the human user (which corresponds to the location of the mobile computing device) and then places the “player character” in that same physical location within the game.
  • the player character may be displayed on the user viewable screen as if viewed by a third person (in a third person view), or a point-of-view (“POV”) perspective may be displayed on the user viewable screen (e.g., a view as if seen through the eyes of the player character).
  • the physical location in the game where the player character is placed and graphically depicted may be a live view of the real world as captured by a camera located onboard of the mobile computing device.
  • the physical location may be depicted as a non-live view of the same geographic location which is synthesized using stored images (or video) of the geographic location.
  • the physical location may be graphically rendered by software to resemble the appearance of the geographic location (e.g., based on stored data pertaining to the geographic location), whether in photo-realistic or cartoonlike (i.e., non-photo-realistic) fashion (or any combination thereof).
  • the system - at least in some stages of the game - displays a graphical representation of the detected physical location which shares physical aspects or attributes of the real world location, to lend feelings of authenticity to the experience of the human user. For example, if the game is initiated while the human user is located near a known landmark - such as the Washington Monument - the player character will be displayed near the Washington Monument on the user viewable screen, or the Washington Monument will be visible in the alternative POV-type view.
  • the world view depicted on user viewable screen will change (or move or rotate) depending on the direction the player character is facing in the game.
  • the direction the player character is facing can be selected or changed by the human user, and the synthesized world view depicted on the user viewable screen will change accordingly (e.g., to reflect what might be visible through the eyes of the player character when a POV-type view is utilized).
  • a provider of the game can determine which geographic features appear in the game and which do not.
  • one game provider may elect to include a depiction of the Washington Monument, whereas another game provider may elect to exclude the monument (but while possibly displaying the park-like areas surrounding the monument by themselves instead).
  • the monument may be displayed but may be modified or customized in some fashion according to the desire of the game provider.
  • a location detection mechanism on the mobile computing device is automatically software activated.
  • the location detection mechanism is a global positioning system (“GPS”) device (or device with similar functionality) which (preferably) continuously monitors the real world geographic position of the mobile computing device.
  • GPS global positioning system
  • a human user begins a real world excursion at the Washington Monument (in Washington, D.C.) and then walks to one of the Smithsonian museums, the player character will also be depicted, on the user viewable screen, as traveling to the selected Smithsonian museum, at the same general pace as the human user and passing the same interim geographic locations as the human user.
  • This is accomplished, in this example embodiment, by processing the GPS geo-location data which is obtained, processed, and recorded as the location detection mechanism detects the location of the human user by continuously detecting and therefore monitoring the location of the mobile computing device (carried by the human user).
  • the world depicted is a synthesized world comprised of imagery representing the real world location of the human user, combined with virtual world imagery (or characters) which is rendered from data fed to the mobile computing device and processed by its processors. Accordingly, the synthesized view which is displayed on the user viewable screen will, at select times (but not necessarily always), be a combination of real and virtual world features.
  • an administrator of the herein-described systems can feed data to the network (e g., pre-stored on a remote database) which renders a game near a location of the Smithsonian museum, which can be played by the human user, using the player character in the synthesized world as a proxy. More specifically, once the human user arrives at or proximal to a selected geographic location - deemed a game- location-target - such as the Smithsonian Air and Space Museum, the user’s arrival is detected by the location detection mechanism (e.g., GPS) of the mobile computing device.
  • the location detection mechanism e.g., GPS
  • the mobile computing device regularly (e.g., preferably continuously) checks detected real world location coordinates against a database of stored game-location-targets, the mobile computing device “knows” when a game-location-target has been reached e.g. when real world location coordinates and game-location-target coordinates match.
  • a game-location-target Once an arrival at a game-locationtarget is detected, an opportunity to play a game - such as a lottery, sweepstakes, game of skill, or game of chance - is offered to the human user via the player character acting in proxy.
  • the offer of the game in preferred embodiments, is made by augmenting the depiction of the real world on the user viewable screen with additional graphical data or imagery.
  • a lottery kiosk may be virtually rendered (e.g., from stored data) such that it appears, in the synthesized world, as if it is located at or near the entrance of the Air and Space Museum.
  • a blackjack gambling table could be rendered and depicted in the Air and Space Museum atrium (i.e., in the synthesized world depicted on the user viewable screen). In either event, the player character in these embodiments is then permitted to play the lottery or blackjack (or other game) offered, with the human user controlling the actions of the player character.
  • the user viewable screen can terminate display of the synthesized world and begin a display only of the offered game.
  • a player character arrives at a game-location-target (because the human user has travelled there with the mobile computing device)
  • a right-to-play can be awarded to the player character (or its corresponding human user) so that a game can be played at a later time, when it is more convenient or appropriate or safe.
  • a right-to-play is recorded as data associated with the human user (or his/her player character), which effectively serves as a ticket which can be redeemed for later game play.
  • the existence of the ticket can be automatically and autonomously detected (e.g., game play is permitted without requiring additional steps to prove existence of the right-to-play).
  • game-locationtargets can be selected, created, and/or stored in a database - accessible to the mobile computing device - by an administrator of the systems and games described herein. Further, the games made available when a game-location-target is visited by a human user (and/or player character associated therewith) may also be selected, created, and/or stored for access in a database by a system administrator. However, in alternative embodiments, the game-location-targets - and/or the games themselves - can also be selected, created, and/or uploaded to a user accessible database by third parties.
  • a data insertion portal may be provided to third parties so that such entities can self-upload either the game-location-targets, the games, or both.
  • both the system administrator and third parties both select, create, store, and/or upload game-location-targets and/or games for discovery and play by player characters (as proxy for their human users).
  • third parties are required to pay the system administrator (or its owner, etc.) for rights to upload game-location-targets and/or games.
  • third parties can have reasons to attract human users to geographic locations. For example, a store owner may wish to direct walking traffic to a new store location. Having such goal in mind, a store owner, upon payment of required compensation to the system administrator, can provide or upload game-location-targets into the system, such as a game-location-target in the vicinity of the new store location.
  • data for rendering map points or location clues can be supplied to the administrator or self-uploaded by the store owning third party. For example, maps or clues may be rendered graphically by software in the synthesized world(s) so that a player character encounters them and is ultimately directed to a desired game-location-target.
  • the system is designed with a goal of motivating human users to exercise.
  • the mobile computing device includes a travel detecting mechanism which detects when the mobile computing device is physically travelling (because its human carrier is traveling) while also determining and recording (as data) the distance of physical travel. Further, after the human user is determined to have travelled in excess of a selected-target-travel-distance, a game is made accessible to a user of the mobile computing device.
  • coordinates for gamelocation-targets can be selected by a game administrator or third party game provider which are sufficiently distant from the detected geographic location of a human user to ensure that the human user is required to travel a sufficient distance, which corresponds to a beneficial amount of human exercise, in order to be granted permission to play a game available at the game- location-target(s).
  • the system - in this embodiment preferably includes a mechanism for detecting whether the movement of a human user (carrying the mobile computing device) is walking-movement vs. machine-assisted-movement.
  • the speed of travel of the mobile computing device can be determined by measuring the distance traveled in a given time, and then mathematically dividing the distance value by the time value.
  • the mobile computing device is (preferably) continuously monitoring the physical location of the device, the distances travelled for a given time period can also be calculated, and then a rate of travel determined. Then, because it is known that the typical walking speed is approximately 2 to 4 miles per hour, and maximum walking speed is approximately 5.6 mile per hour, if the rate of travel (of the mobile computing device) is detected to be in excess of - for example - 8 miles per hour, one embodiment of the systems described herein will conclude that the human user is no longer walking.
  • any distances travelled at speeds in excess of 8 miles per hour (or another speed selected by the administrator as the maximum plausible human walking speed) will not be tallied in the process of determining whether a human user has travelled in excess of a selected-target- distance.
  • the mobile computing device will tally both machine locomotion (e.g., travel by vehicle, such as when velocities are determined to be above 15 miles per hour) and human locomotion, but will only count human locomotion against travel required to meet any selected-target-distance.
  • the system may be instructed (e.g., through modified software instructions) to accept or count machine locomotion when determining whether collective distances travelled are in excess of a given selected-target-distance.
  • the system may be instructed (through modified software instructions) to permit more machine-locomotion travel to count against meeting a selected-target-distance threshold of travel, if the mobile computing device is detected to be in a low-walkability locale.
  • the mobile computing device can automatically and autonomously adjust and tailor the percentage of machinelocomotion travel (from 0 to 100 percent) that will be counted against a given selected-target- distance (in certain preferred embodiments). That is, the system can automatically calculate and adjust walkability data based on information available or provided in connected databases. Alternatively, for embodiments where the primary goal is to drive human traffic to specific locations, regardless of the method of locomotion, method or speed of travel can be ignored entirely.
  • an administrator may set targetmachine-locomotion-travel-distances instead (e.g., where all machine-locomotion counts towards meeting travel thresholds), such as in embodiments where the purpose is to encourage travel rather than merely exercise (such as walking exercise).
  • targetmachine-locomotion-travel-distances instead of using selected-target-distances, such as for setting threshold walking locomotion distances that must be met or exceeded, an administrator may set targetmachine-locomotion-travel-distances instead (e.g., where all machine-locomotion counts towards meeting travel thresholds), such as in embodiments where the purpose is to encourage travel rather than merely exercise (such as walking exercise).
  • encouraging or motivating exercise is a goal, if no walking-locomotion is detected, no game will be offered to the human user (or his/her player character).
  • the mobile computing device can display a message visible on the user viewable screen, advising that no current travel (e.g., because it is not walking travel) is being counted towards meeting distances-traveled goals.
  • the mobile computing device will self-disable, or the display of the synthesized world(s) will be paused or disabled, if machine-locomotion is detected. This may be for safety among other reasons (e.g., to prevent a human user from driving while operating the device).
  • a game-location-target if a game-location-target is placed (such as by a game administrator or third party), and if the human user of a mobile computing device is volitionally traveling to the game-location-target, the target can be de-activated if machine locomotion is detected. Or, in embodiments in which some machine locomotion is permitted, then target may be deactivated only if the ratio of machine assisted locomotion-to-walking locomotion does not exceed a determined acceptable ratio, which is chosen to promote human exercise. In still other embodiments, if machine locomotion is detected in excess of permissible machine locomotion, the game-location-target may be moved to a more distant location relative to the location of the human user. This movement of the game-location-target is accomplished, in some preferred embodiments, automatically and autonomously by the system according to computer executable instructions supplied to a processor.
  • walkability scores and definitions for cities or towns or neighborhoods are not intended to be limiting to the scope of this application. That is, Applicant can calculate and/or provide values for “walkability” associated with a particular locale (either high or low) how it chooses according to the criteria it chooses. Alternatively, for efficiency, known third-party walkability-scores may be implemented into the system. In either event, in embodiments which utilize walkability data, the data is accessed as needed for implementing the embodiments described herein.
  • the synthesized worlds can be delivered via a game network access granting hub as discussed elsewhere within this specification.
  • the synthesized worlds can also be provided and/or delivered independently, as a stand-alone product.
  • a prospective visitor/traveler of the world(s) electronically submits applicant access credentials comprising identifying information to said game network access granting hub, accompanied by a request for access.
  • the game network access granting hub performs steps to verify the true identity of prospective visitor/traveler and preferably screens the prospective user for criteria to permit or deny them entry into the synthesized world(s).
  • access may also be permitted to other games provided by the game provider or third-parties.
  • the real world location of the user/traveler is detected to determine which laws pertaining to gaming and the like are applicable to the user/traveler at the specific detected location. For example, a game such as black jack may be legal in Nevada but illegal in California. Accordingly, in some embodiments, once the real world location of the user/traveler is detected, a database is parsed to determine which games are legal in the specifc detected locale, and then only legal games are offered for play to the user/traveler.
  • travel through a synthesized world may occur even though the human user/traveler is not traveling geographically in the real world his/herself. That is, for example, a character representing the human user/traveler can be caused to travel in a synthesized world using software or hardware controls, while also being provided with the opportunity to visit virtual game-location-targets and to play games at such targets.
  • options for virtually visiting stores and other business may likewise be provided.
  • synthesized worlds through which user/travelers travel are preferably comprised of visual imagery corresponding to both the real world and an imaginary or synthetic world, envisioned by and programmed by a software programmer.
  • real world imagery can be supplied from a database comprised of imagery collected in the past which depicts the geographic location. Accordingly, as the user/traveler is traveling, and the location of the user/traveler is detected, a database (in some embodiments) is parsed for imagery associated with the detected geographic location or coordinates. Thereafter, once the imagery is identified, it can be used to synthesize a hybrid real/virtual world, which includes real world imagery, even without use or availability of a camera (e.g., on the mobile computing device).
  • the system moreover, can accurately determine which imagery to display - based on the direction the character of the user/traveler is facing (or the direction the human user is facing) - using gyroscopes or accelerometers or similar technology integrated within the mobile computing device which is processing the game/world software instmctions. While such an embodiment is beneficial because no camera is needed onboard the mobile computing device (or none need be operated), such an embodiment also uses substantial computer processing power and network bandwidth if accessing pre-stored imagery located at a remote location. Accordingly, another alternative embodiment is envisioned where a camera is used to provide a live video feed of the real-world portions of the synthesized world on a display for viewing by the human user.
  • a camera onboard the mobile computing device would be used, it is also envisioned that an external camera can be used, such as mounted on the chest or head of the human user/traveler e.g., connected to the mobile device with hard wires or Bluetooth or any other suitable data communication technology.
  • games offered for play at game-location targets will be offered for free game play.
  • game play may require payment and/or may require monetary wagering. For example, if a lottery ticket is offered at a game-locationtarget, a fee may be charged for the lottery ticket. Similarly, if a blackjack table is offered (in a synthesized world) at a game-location-target, wagering may either be with fictional or real money (offering fictional or real money or prizes for winning). Payment for game play or wagering may be made, in these embodiments, using accounts affiliated with the user/traveler account.
  • the monetary funds in that account can be used for game play.
  • money can be transferred into an account for game play using wire transfers, credit cards, cryptocurrency, or similar technology.
  • a game-location-target is visited in a virtual (synthesized) world because the user/traveler has traveled to a corresponding real world location in the real world, the human user may be prompted to proffer payment for game play or wagering at that time.
  • Such payment can be made in various ways, For example, a credit card payment or wire transfer can be made at that time.
  • a third-party payment system such as Paypal or Venmo can be prompted to send the user/traveler a payment invitation.
  • a payment opportunity such as Apple Pay (or other digital wallets) could also be used.
  • in person payment options may also be provided.
  • a third party coffee shop owner places (or pays for placement of) a game-locationtarget at or near their coffee shop (with hopes of boosting business of the coffee shop)
  • the coffee shop owner can require payment for game play at the real world cash register (or similar payment acceptance location) of the coffee shop.
  • a code such as a QR code or alphanumeric code
  • a QR code can be generated upon payment and then scanned by the mobile computing device of the user/traveler (or vice versa) to notify the system that game payment (or wagering funds) have been received.
  • a payment code may be generated on a payment receipt or a scratch-off ticket may be sold which include a scratch off fdm which must be removed to reveal a code.
  • game play can be unlocked upon purchase of at least a minimum monetary amount of services. For example, if the minimum purchase is selected to be $10, if the human user purchases more than ten dollars worth of coffee and/or food or other products from the coffee shop, a code can be generated to unlock game play (other mechanism or instructions for unlocking game play may also be used in lieu of codes such as QR codes).
  • game play may be offered for free. For example, when the user/traveler is detected to be at a real world location which corresponds to a game-location-target, the software may be provisioned to automatically unlock game play.
  • the third party itself may pay for or fund the game play such as by paying the synthesized world administrator for rights to place a game-location-target at or near their place of business.
  • arriving at the game-location-target may not be enough, even for the embodiments where game play is free.
  • free game play may also require a code to be scanned or entered, and such a code may be hidden within a place of business so that the human traveler must enter the place of business to locate and scan (or enter the code).
  • a QR code may be printed on an in store menu which the human user must scan with mobile computing device in order to unlock game play.
  • a third party may - instead of placing a game-location-target at a place of business - place a game-location-target at a non-business place of interest such as at a scenic overlook, a distinctive tree, a beach, or at an artwork display (all being non-limiting illustrative examples). Then, instead of requiring an in-person business visit for game play, the user/traveler may be shown sponsorship information or an advertisement of some variety so that the third party gains value for sponsoring the game-location-target (even though the target is not located at the third-parties place of business). Similarly, governments or non-profits seeking to encourage outdoor exercise or appreciation of nature or the arts (or similar non-profit related goals) can sponsor and place game-location-targets such as at state or national parks or museums and the like.
  • non-commercial embodiments may be offered such as for use by friend networks or families.
  • friend networks or families For example, if a parent wishes for their child to experience more of the outdoors and nature, a parent can place game-location-targets at locations such as the beach or public parks.
  • game-location-targets at locations such as the beach or public parks.
  • the games which are offered to reward the child are unlikely to be of the gambling variety, and educational or simply entertaining games may be provided and unlocked for game play.
  • a network of a group of friends can create group treasure hunts by placing game-location-targets within the synthesized worlds discussed herein.
  • multiple human users can deploy multiple user/travelers within the same synthesized world(s) and where the multiple user/travelers can interact with one another, exchange gifts or things of value (e.g., money or cryptocurrency), or play games with one another or participate in the same game play (e.g., such as by sitting at the same black jack table, playing black jack simultaneously with other user/travelers).
  • gifts or things of value e.g., money or cryptocurrency
  • play games with one another or participate in the same game play e.g., such as by sitting at the same black jack table, playing black jack simultaneously with other user/travelers.

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Abstract

L'invention concerne des jeux, des loteries et/ou des loteries promotionnelles ainsi que des tickets, des systèmes, des technologies et/ou des procédés associés à ceux-ci. Dans certains modes de réalisation, un concentrateur de jeu ou un centre d'échange est utilisé pour cribler des concurrents de jeu potentiels avant d'autoriser leur participation à des jeux, des loteries promotionnelles et/ou des loteries et/ou pour surveiller également le jeu d'un concurrent. Dans certains modes de réalisation alternatifs, le concentrateur d'octroi d'accès au réseau de jeu utilise une technologie de reconnaissance faciale pour cribler des concurrents de jeu potentiels. Des jeux et/ou des jeux basés sur la localisation, se déroulent dans des mondes synthétisés ou des mondes hybrides constitués de scènes réelles et virtuelles fusionnées.
PCT/US2023/017497 2022-04-04 2023-04-04 Jeux, loteries et loteries promotionnelles ainsi que tickets basés sur la localisation, systèmes, technologies et procédés associés WO2023196354A1 (fr)

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