WO2000072205A1 - Method and apparatus for obtaining marketing information - Google Patents

Method and apparatus for obtaining marketing information Download PDF

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Publication number
WO2000072205A1
WO2000072205A1 PCT/US2000/013025 US0013025W WO0072205A1 WO 2000072205 A1 WO2000072205 A1 WO 2000072205A1 US 0013025 W US0013025 W US 0013025W WO 0072205 A1 WO0072205 A1 WO 0072205A1
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WO
WIPO (PCT)
Prior art keywords
game
product
player
playing
prizes
Prior art date
Application number
PCT/US2000/013025
Other languages
French (fr)
Inventor
Gregory N. Stern
Original Assignee
Stern Gregory N
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Stern Gregory N filed Critical Stern Gregory N
Priority to GB0126619A priority Critical patent/GB2363662A/en
Priority to CA002371984A priority patent/CA2371984A1/en
Priority to AU48433/00A priority patent/AU4843300A/en
Publication of WO2000072205A1 publication Critical patent/WO2000072205A1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising

Definitions

  • serial number 60/135,208 filed May 21, 1999
  • serial number 60/138,210 filed June 9, 1999
  • serial number 60/139,947 filed June 18, 1999
  • serial number 60/142,097 filed July 2, 1999
  • serial number 60/163,299 filed November 3, 1999.
  • a game is provided for simultaneous play by a group of users through a real-time interactive network set up on an
  • An Internet server is linked to one or more game servers set up to offer a selection of games that are playable on an interactive basis by individuals or groups.
  • the games are playable by multiple users at the same time.
  • the basic rules of the games presented may be well known, such as bingo, poker, and other playing card games.
  • Each game employs a playing medium such as the tablet in Bingo and the deck of cards in poker.
  • Each individual player sets up a specific reference table of products, i.e., a product medium, selected from a hierarchy of product categories and products, accessible by the game server.
  • the products are potential prizes that may be awarded, in a sweepstakes style contest, upon winning the game.
  • the game server provides a game algorithm, for example, a matrix, designed to convert the standard game symbols in the game medium, i.e. columns and numbers for bingo or suits and cards for playing cards, to products in the product medium.
  • the product medium is used in the play of the game.
  • the game server provides access to the product lists in a hierarchy of categories and sub- categories selectable by the player. Each game symbol of a game will be correlated in some fashion with a product, a category, or sub-category. In this manner, players may be competing at the same game, but with entirely different selected product symbol arrays.
  • the incentive for making product choices accurately reflecting preferences is the possibility of winning, in a sweepstakes style contest, one or more of the selected products during the course of playing the game.
  • advertising geared to the individual's selections may be presented to the player by the game server.
  • a database of product lists and associated advertising and marketing graphics and text is maintained to provide the information required by the player to generate the product medium and to provide the information for targeted advertising during the play of the game.
  • each player goes through a hierarchical selection process in which he selects one or more products, categories or sub-categories.
  • the player creates a product preference profile that is tabulated and recorded for each individual player. This information is compiled for use in an individual player product preference profile and/or extrapolated into larger, more generic, marketing profiles.
  • advertisers are provided with a medium to target individuals who have preselected a product. Discounted products, specifically selected to meet the personal preferences of each individual player, may be offered directly during the game.
  • Product preference data obtained from the user' s selections may be mined, in a marketing sense, in a great variety of ways. The advertiser is reasonably assured that the player has accurately indicated his preferences and has not yet purchased the specific item, because the player has chosen the item in an attempt to win it.
  • a system which provides games that use player prize preference selection to determine and develop a database of consumer product preferences.
  • the selections are incorporated into the play of the game, which is further designed to take advantage of product promotion activities targeted to the player's selected preferences.
  • the player is allowed to compete with other players in the same game using a symbol set unique to each player, while the game algorithm converts back and forth between the selected product symbol set of the product medium to the standard symbol set of the game medium.
  • a winner is established by rules predetermined for each game variation.
  • FIG. 1 is a block diagram of the system of this invention
  • FIG. 2 is a block diagram of the game server architecture of this invention
  • Figure 3 is a block diagram of the basic process of this invention
  • Figure 4 is an information flow diagram depicting the operation of the game Bingo as adapted to this invention.
  • Figure 5 is a chart of the steps used in playing the game of Bingo according to this invention.
  • Figures 6a, 6b, and 6c are illustrations of possible menu screens for use in playing Bingo or cards according to this invention.
  • Figure 7 is a table illustrating a possible algorithm for converting a game medium to a product medium.
  • the system of this invention is shown in figure 1 and consists of a game server 1, which is accessible by a player through multiple Internet servers 4.
  • the Internet server 4 is accessible in a known manner through a player interface 2 connected through a communications network 3.
  • the game server 1 is constructed to be compatible with a wide variety of Internet, intranet, or extranet servers, but could conceivably be accessible directly by the player interface, depending on the communications network and protocols available. Although this invention is described in the context of an Internet application, it could be adapted for use on an intranet, extranet or other types of networks which employ basic Internet protocols.
  • An example of processor architecture which may be employed to construct Game server 1 is shown in figure 2.
  • game server 1 is constructed with a group of game server processor packages 17, 18, and 19 to control game play and related activities. These processors are redundant units which are available for a player depending on the amount of traffic at the site at any time. They are designed to accommodate maximum projected traffic.
  • Each of the game servers 17, 18, and 19 have access to a network file system 20 which provides all of the product data including ads, images, and multimedia presentations if desired. Graphics from the file system 20 are accessible through a separate graphics server 16.
  • Traffic routers 11, 12, and 13 provide the gateway to the web site on which the sweepstakes style games are available.
  • Traffic router 12 handles the basic interaction for player browsing, registration, and log activities over a normal speed link, through web site server 14.
  • site information data storage unit 21 Through router 12, a potential player may access the site information data storage unit 21 to obtain general information about the site and the activities available.
  • a data administration server 15 keeps track of the on going activities of the site for example: the number of hits, game status, and other indications of traffic volume and quality.
  • the personal and generic marketing information provide by the player' s product selections is stored in additional storage media.
  • storage media 21 may provide site information
  • storage media 22 would keep track of on going play
  • storage media 23 would track the number of hits and other site activities parameters.
  • generic marketing information may be held in storage medium 9 and player specific information in storage medium 8.
  • Traffic router 11 Over a high speed link to the Internet server.
  • the gateway can take a variety of forms and be accessed through other sites by hypertext or other link.
  • Another high speed link would be provided through traffic router 13 which is designed to facilitate multimedia viewing.
  • Appropriate log-on menus provide means to identify the player and allow him or her to select a particular game.
  • the log-on process will require basic information about the player to allow compilation of the player data into general marketing information.
  • Specific information with respect to the products selected by the players, interests and preferences will be compiled and stored in a subjective player database 8, while objective data, extrapolated from the subjective data, may be compiled and stored in a general market database 9, shown in figure 1. As shown in the more general illustration of figure 1, these data are accessible by the Game Server 1 to provide targeted advertising and product offerings.
  • the structure of the databases 8 and 9 may be combined or vary depending on the processors and software employed.
  • game server 1 may consist of a series of interconnected processors 14 - 19 which are selectively operated by associated software to allow the user to play a selected game.
  • Game servers 17 - 19 are processors which provides the software required for interactive game play by multiple players and the algorithms required to set up the product medium for each game.
  • the game function will be according to the known rules of the game adapted for interactive computer use.
  • Each game will have a game medium for example: bingo tablets, playing cards, and the like.
  • a product medium will be generated from the players selection.
  • the game medium will vary depending on the game and consist of a set of game symbols used in the play of the game, i.e. the column headings and numbers of Bingo and the suits and cards of playing card games.
  • a game algorithm will be designed to correlate the symbols of the game medium with the symbols of the product medium and convert from one to the other, as required by the play of the game. In some instances, only a look up table or matrix will be necessary as an algorithm to translate a particular game medium.
  • the game algorithm substitutes products for game symbols in the game medium.
  • Game software data storage unit 7 will form part of each game server and will contain the structure of the game medium, including the related symbol set and an algorithm for translating the game medium into a product medium, containing the product symbol set.
  • game process software is supplied to allow the game servers to direct the play of the game to its designed conclusion.
  • the type and style of player interface 2 depends to some extent on the medium of the communications network, for example, a cellular phone would be used in a cellular system or a cable controller in a cable system. At the present, it is anticipated that the player interface will most likely consist of a personal computer, set up in a well known fashion, to connect to the Internet through a modem connected to land lines. There are many systems competing to provide Internet access including: telephone landline systems, digital subscriber lines, cable networks, cellular networks and others. Whatever communications system 3 is employed, it will have little effect in the basic operation of this invention, except perhaps in speed of interactive play. For the purpose of illustration, it is assumed that the communications system used is the standard telephone line access to the Internet by a modem connected to a personnel computer.
  • a product database 6 of figure 1 will be stored in data storage unit 20 of figure 2 and is created to supply product information to the processor for selection by the player.
  • the database 6 will contain a hierarchy of categories, subcategories, and specific products, which will be available for selection by the player for insertion into his personal product medium. The availability of products will vary from game to game.
  • the product database 6 may also contain supplemental information relating to the products, including advertising and marketing information, product offerings and links for access by the game server 1 or processor 5 during the play of the game. This allows the game server 1 to provide targeted advertising and product offerings based on the particular preferences contained in player database 7.
  • the player will access the website, at which the game server 1 is available, by first logging on to his or her Internet server 4 through player interface 2.
  • this may be accomplished in many ways and the future holds many more possibilities, but for the purpose of illustration, it is assumed that the game server 1 is accessed in the currently standard manner through a modem and over a telephone land line connection.
  • each Internet server has its individual log on procedure and medium for exploring the Internet and providing access to various web sites.
  • the web site of game server 1 may be entered through hypertext displayed in targeted advertising, through selection of the domain name, or other mechanisms for Internet navigation.
  • a player identifier file must be created to allow the player to reuse the site with convenient regularity.
  • the player identifier file will also provide the needed linkage to allow marketing data to be compiled directly from the player's activities in the site. Since it is likely that the customer specific data will be very useful in broader marketing efforts, sufficient information needs to be provided to assess the demographics of groups of customers according to selected marketing categories.
  • the game server menu will, therefore, necessarily include a simple form into which the required information will be inserted by the player.
  • the player file After the player file is generated, it is saved in player database 8 and the player is ready to select a game.
  • the process of game selection will again be menu driven as shown in figures 6a, b, and c and contain access to information about game play.
  • the rules and rewards of winning a particular game will be promoted during the game selection process .
  • a set of game symbols will be displayed which comprises the game medium, as shown for Bingo in figures 4 and 5 . This will further illustrate how the game is to be played and the potential rewards.
  • the product medium be constructed. To do this, the player must select a preference for a particular product by reviewing the product hierarchy contained in product database 6. The selection may be made at any point in the hierarchy consistent with the game medium. During the selection of a set of product symbols by the player, access will be provided to more detailed product information and advertising in product database 6 to aid in the selection process.
  • the product medium is generated, it is stored in the player database 8 for future reference and manipulation.
  • the game will then progress to a conclusion according to its particular rules and process software.
  • Each game will be different and because of the game algorithm, which converts an individual's product medium into a game medium, multiple players may be playing at the same time using the same game medium, but completely different product mediums.
  • the player upon making a choice of games, the player will be assigned to a section consisting of other players for the same game. Each section will be for a particular type of game, i.e. poker, bingo, etc. A minimum number of players will be predetermined for each section to contain the odds at a reasonable level.
  • sweepstakes is used in a broad sense to refer to any contest, other than gambling, in which a winner is selected in a generally random manner, other than just winning a particular game on the game server 1.
  • the game could be set up to award prizes simply by winning the game played.
  • the key factor is to generate an incentive for players to participate by providing the opportunity to win prizes which the player selects in advance.
  • One game that is particularly adaptable is bingo.
  • the game medium is the Bingo card or tablet on which numbers are arranged randomly in columns and rows with the columns identified by one of the letters B,I,N, G,0, as shown in figures 4 and 5.
  • There is a universe of numbers used in the game medium ranging from the lowest number in the first column to the highest number in the last column. Normally, there are five columns with fifteen numbers assigned to each column; therefore, the game medium will consist of a set selected from the overall field of 75 numbers, running from 1 to 75.
  • the first column is assigned the field of 1 through 15; the second column is assigned the field from 16 through 30; and so on, until the fifth column which is assigned the field of 61 through 75.
  • the product medium i.e., the card is five columns of five rows each.
  • the first column consists of the 15 numbers, 1 through 15, only a subset of five of these numbers are displayed on the card in the first column. This process is repeated for each column in order to make a complete bingo card.
  • bingo cards By constructing bingo cards in this manner, there are hundreds of millions of potential combinations and permutations of cards. Once the card in determined, this product medium is ready for a game to be played.
  • Bingo is adapted, according to this invention, by substituting a set of symbols representing products for the traditional set of numbers displayed in each spot on the bingo card.
  • the traditional column headings of "B, I, N, G, & 0" can be replaced by categories of products.
  • the game can be designed for play with any number of columns and rows, with or without freespaces.
  • the game medium i.e. the bingo card, containing a set of numbers
  • the game medium is converted to a product medium with the traditional numbers replaced by a set of product symbols selected by the player.
  • the column headings would be replaced by categories of products, thereby structuring the hierarchy of the selection process.
  • a game algorithm is devised for making the conversion. For example, using the traditional bingo card format of five columns of five rows, the first column, or "B" column, can be chosen from a field of 15 products within a category which are assigned numbers from 1 through 15 by the player or automatically by selection of a category. A second field of 15 products are chosen for the second column, or "I" column, and are assigned the fifteen numbers from 16 to 30.
  • the process continues until the available numbers are replaced by products. From each field five products are chosen to be displayed in the spots on the bingo card.
  • the game processor would operate in accordance with the game algorithm to convert back and forth from the game medium to the product medium as the game progresses.
  • the algorithm is a simple look up table, as shown in figures 6c and 7, in which the columns of the game card are correlated to categories and the set of numbers for the game medium are correlated to the set of selected product symbols for the product medium.
  • the "B" heading of the first column could be converted to the word "CARS" and the set of numbers in the first column could be associated with, i.e. substituted for or used with 15 names or images ("symbols") of different models of cars.
  • the first column of the bingo card would then consist of the appropriate number of spots filled with the names or images of cars chosen by the player or chosen at random. In a five by five bingo card, there would be five car "symbols" filling the first column.
  • the Bingo game algorithm would convert the numbers to product symbols and back as shown.
  • Each "symbol” in each category is assigned a unique number (X) in its field of 1, 2, , n where n is the total number of "symbols” in each category.
  • X unique number
  • N the total number of "symbols” in each category.
  • N X + (C-l) *n, where C is the number of the column to which the category is assigned.
  • the first product in the category assigned to third column would have a range number of 1 and a number in the universe computed as follows:
  • the game algorithm would enable a player to select from a variety of categories and place those categories in whichever column he/she prefers. It also enables the player to select the products that will make up his unique card. Since the content of the product medium is selected according to each players preference, each of the players will play with diverse sets of product symbols and categories while the game algorithm converts each of the product mediums back to the game medium, the universal bingo game card. The players therefore, compete in the same game with different cards.
  • player X may have designated his first column to be "Cars” with the Ford Taurus being equated to the number "1” in the algorithm for this card and player Y may have designated the first column to be "Jewelry” with an opal ring being equated to the number "1” in the algorithm for her card.
  • player X would be shown the product symbol for the Ford Taurus and player Y would be shown the product symbol for opal ring.
  • Each would appropriately mark their cards in the appropriate square of the product medium.
  • the number may be shown in conjunction with the appropriate product symbol on the product card. If one or neither have chosen the product symbol correlating to the randomly selected number, the square on the product medium would not be marked, since it would not be displayed on their bingo cards.
  • the pattern necessary to win is presented before the beginning of the game. As numbers are drawn by the random number generator, they are converted to the appropriate product symbol via the game algorithm. They are then displayed for the players in their product medium form. While the game is underway, the player views his tablet and highlights the appropriate spot. The winner of the game is the first player to achieve the predesignated pattern and signal "bingo".
  • a series of preferences must be made to fill out a set of products in which the player is interested in winning.
  • the player chooses category, subcategory, and product symbols to generate a product preference database for the game of bingo from which the product medium for each player is selected.
  • the subject invention provides a methodology for delivering advertising, appropriate to the individual audience, after gathering preference data directly from the individual.
  • Player preference data obtained from one of the several games available on the game server 1, provides an accurate mechanism for monitoring consumer preference.
  • the consumer indicates that he or she would like to win that product and, in all likelihood, that, they do not already have the product.
  • the data on prize choices permits the compilation of preference vectors based on comparative preferences among potential prizes.
  • Another embodiment of this invention adapts the use of playing cards for the purpose of encouraging a player to volunteer product preference data.
  • Decks of playing cards have been around for centuries. During that time, hundreds of card games have been invented which use decks of cards in one form or another.
  • Variations on the playing card deck include, but are not limited to, the standard poker or bridge deck of 52 cards with 13 cards in each of four suits; the 48 card pinochle deck with two each of nine through ace in each suit; the 32 card Vietnamesere or skat deck with one each of 7 through ace in each suit; and the 64 card bezique deck which is essentially a double euchre deck.
  • any card game can become both a promotional event for advertisers and an opportunity to win sweepstakes prizes for players of those games .
  • everyone with access to a game can be both entertained and compete for prizes.
  • the game medium of games using playing cards consists of the suits and cards themselves.
  • the suits of playing cards are associated either at random, by player selection, or by advertiser selection with classes or categories of products such as CDs, videos, movie passes, restaurant gift certificates, books, books on tape, cosmetics, etc.
  • CDs may be associated with spades, books with hearts, cosmetics with clubs, and videos with diamonds.
  • Each of the thirteen cards of the standard deck can be specific products in each of the categories.
  • the product and category list are stored in the product database 6 and are accessible to the game processor 5 and Game server 1. The player may select the category and product, just the product, or it may be presented by an advertiser. Once the associations are made, a game algorithm is constructed that is unique to that particular deck of playing cards.
  • the game algorithm converts the game medium, the playing cards, to the product medium similar to the process used in the bingo version of this invention of bingo.
  • An example of a game of solitaire using a CD related product medium is shown in figure 6b.
  • the game server 1 through one of its processors, such as data administration server 15, is programmed to keep track of the number of games played on a particular product medium in storage medium 23. After a predetermined number of repetitions, the player may be prompted to consider different categories of products. This can also be done automatically to test the player's preferences in other categories of products.
  • the game software can call for a replacement deck.
  • categories previously used in association with suits for that particular player, are no longer available, thereby avoiding additional repetitions of an advertiser's product promotion to that particular player. If categories are player selected, the categories available to that player might no longer show the categories he had previously chosen.

Abstract

A system and process is designed to provide a medium for playing sweepstakes style games on the Internet. A standard game medium for Bingo, playing cards, and other games is converted by a game algorithm to a product medium. The player is requested to select a series of products from a hierarchy of categories and sub-categories which the player will have an opportunity to win during the play of the game. A player product profile will be generated according to the player's preferences.

Description

METHOD AND APPARATUS FOR OBTAINING MARKETING INFORMATION
Related Applications
This application is based on provisional applications, serial number 60/135,208, filed May 21, 1999; serial number 60/138,210, filed June 9, 1999; serial number 60/139,947, filed June 18, 1999; serial number 60/142,097, filed July 2, 1999; and serial number 60/163,299, filed November 3, 1999.
Background of the Invention
A great deal of time and effort goes into compiling marketing information regarding individuals, groups, regions and all sorts of demographic categories. This information is generally obtained by surveying the targeted subjects about their buying behavior or preferences. While surveys produce reasonably accurate results, they are costly and time consuming, and there is no guarantee' of accuracy. A reliable method of compiling information is needed that both indicates a reliable preference for a product and if an individual is still a potential buyer.
Such a method would be an extremely valuable tool for marketers .
As the use of the Internet proliferates, marketing efforts need to be focused more on an individual, so that the individual can be targeted for specific advertising with a reasonable expectation of a response. There is a need therefore, for a means of obtaining information which originates at the individual level.
One problem in obtaining product preference information is its accuracy. Without any particular incentive, a product preference survey will be fraught with inaccuracies due to the vagaries of the individuals responding. An incentive is needed to promote an honest response. It is a purpose of this invention, to have an individual select a product preference in the context of a possibility of winning the product.
It is a purpose of this invention to provide an Internet user with an attractive mechanism for providing product preference information which is accurate and timely, while engaging in a pleasurable and potentially rewarding activity.
Summary of the Invention
A game is provided for simultaneous play by a group of users through a real-time interactive network set up on an
Internet web site. An Internet server is linked to one or more game servers set up to offer a selection of games that are playable on an interactive basis by individuals or groups. The games are playable by multiple users at the same time. The basic rules of the games presented may be well known, such as bingo, poker, and other playing card games. Each game employs a playing medium such as the tablet in Bingo and the deck of cards in poker. Each individual player sets up a specific reference table of products, i.e., a product medium, selected from a hierarchy of product categories and products, accessible by the game server. The products are potential prizes that may be awarded, in a sweepstakes style contest, upon winning the game.
The game server provides a game algorithm, for example, a matrix, designed to convert the standard game symbols in the game medium, i.e. columns and numbers for bingo or suits and cards for playing cards, to products in the product medium. The product medium is used in the play of the game. In addition the game server provides access to the product lists in a hierarchy of categories and sub- categories selectable by the player. Each game symbol of a game will be correlated in some fashion with a product, a category, or sub-category. In this manner, players may be competing at the same game, but with entirely different selected product symbol arrays. The incentive for making product choices accurately reflecting preferences is the possibility of winning, in a sweepstakes style contest, one or more of the selected products during the course of playing the game. During set up of the game or during play, advertising geared to the individual's selections may be presented to the player by the game server.
A database of product lists and associated advertising and marketing graphics and text is maintained to provide the information required by the player to generate the product medium and to provide the information for targeted advertising during the play of the game.
In the process of setting up a game, each player goes through a hierarchical selection process in which he selects one or more products, categories or sub-categories.
In completing the selection process, the player creates a product preference profile that is tabulated and recorded for each individual player. This information is compiled for use in an individual player product preference profile and/or extrapolated into larger, more generic, marketing profiles. Using the player profile, advertisers are provided with a medium to target individuals who have preselected a product. Discounted products, specifically selected to meet the personal preferences of each individual player, may be offered directly during the game. Product preference data obtained from the user' s selections may be mined, in a marketing sense, in a great variety of ways. The advertiser is reasonably assured that the player has accurately indicated his preferences and has not yet purchased the specific item, because the player has chosen the item in an attempt to win it.
In this manner, a system is devised which provides games that use player prize preference selection to determine and develop a database of consumer product preferences. The selections are incorporated into the play of the game, which is further designed to take advantage of product promotion activities targeted to the player's selected preferences. The player is allowed to compete with other players in the same game using a symbol set unique to each player, while the game algorithm converts back and forth between the selected product symbol set of the product medium to the standard symbol set of the game medium. At the conclusion of a game, a winner is established by rules predetermined for each game variation.
Description of the Drawing
The invention is described in more detail below with reference to the Drawing, in which:
Figure 1 is a block diagram of the system of this invention;
Figure 2 is a block diagram of the game server architecture of this invention; Figure 3 is a block diagram of the basic process of this invention;
Figure 4 is an information flow diagram depicting the operation of the game Bingo as adapted to this invention;
Figure 5 is a chart of the steps used in playing the game of Bingo according to this invention;
Figures 6a, 6b, and 6c are illustrations of possible menu screens for use in playing Bingo or cards according to this invention; and
Figure 7 is a table illustrating a possible algorithm for converting a game medium to a product medium.
Detailed Description of the Invention
The system of this invention is shown in figure 1 and consists of a game server 1, which is accessible by a player through multiple Internet servers 4. The Internet server 4 is accessible in a known manner through a player interface 2 connected through a communications network 3.
The game server 1 is constructed to be compatible with a wide variety of Internet, intranet, or extranet servers, but could conceivably be accessible directly by the player interface, depending on the communications network and protocols available. Although this invention is described in the context of an Internet application, it could be adapted for use on an intranet, extranet or other types of networks which employ basic Internet protocols. An example of processor architecture which may be employed to construct Game server 1 is shown in figure 2.
As shown, game server 1 is constructed with a group of game server processor packages 17, 18, and 19 to control game play and related activities. These processors are redundant units which are available for a player depending on the amount of traffic at the site at any time. They are designed to accommodate maximum projected traffic. Each of the game servers 17, 18, and 19 have access to a network file system 20 which provides all of the product data including ads, images, and multimedia presentations if desired. Graphics from the file system 20 are accessible through a separate graphics server 16.
Traffic routers 11, 12, and 13 provide the gateway to the web site on which the sweepstakes style games are available. Traffic router 12 handles the basic interaction for player browsing, registration, and log activities over a normal speed link, through web site server 14. Through router 12, a potential player may access the site information data storage unit 21 to obtain general information about the site and the activities available. A data administration server 15 keeps track of the on going activities of the site for example: the number of hits, game status, and other indications of traffic volume and quality. The personal and generic marketing information provide by the player' s product selections is stored in additional storage media. In this manner, specific data storage unit is provided to segregate the data compiled, for example storage media 21 may provide site information, storage media 22 would keep track of on going play, and storage media 23 would track the number of hits and other site activities parameters. In addition generic marketing information may be held in storage medium 9 and player specific information in storage medium 8.
Actual game play would be handled through traffic router 11 over a high speed link to the Internet server. The gateway can take a variety of forms and be accessed through other sites by hypertext or other link. Another high speed link would be provided through traffic router 13 which is designed to facilitate multimedia viewing.
Appropriate log-on menus provide means to identify the player and allow him or her to select a particular game. The log-on process will require basic information about the player to allow compilation of the player data into general marketing information. Specific information with respect to the products selected by the players, interests and preferences will be compiled and stored in a subjective player database 8, while objective data, extrapolated from the subjective data, may be compiled and stored in a general market database 9, shown in figure 1. As shown in the more general illustration of figure 1, these data are accessible by the Game Server 1 to provide targeted advertising and product offerings. The structure of the databases 8 and 9 may be combined or vary depending on the processors and software employed.
As described above, game server 1 may consist of a series of interconnected processors 14 - 19 which are selectively operated by associated software to allow the user to play a selected game. Game servers 17 - 19 are processors which provides the software required for interactive game play by multiple players and the algorithms required to set up the product medium for each game. The game function will be according to the known rules of the game adapted for interactive computer use. Each game will have a game medium for example: bingo tablets, playing cards, and the like. In addition a product medium will be generated from the players selection. The game medium will vary depending on the game and consist of a set of game symbols used in the play of the game, i.e. the column headings and numbers of Bingo and the suits and cards of playing card games.
A game algorithm will be designed to correlate the symbols of the game medium with the symbols of the product medium and convert from one to the other, as required by the play of the game. In some instances, only a look up table or matrix will be necessary as an algorithm to translate a particular game medium. The game algorithm substitutes products for game symbols in the game medium. Game software data storage unit 7 will form part of each game server and will contain the structure of the game medium, including the related symbol set and an algorithm for translating the game medium into a product medium, containing the product symbol set. In addition game process software is supplied to allow the game servers to direct the play of the game to its designed conclusion.
The type and style of player interface 2 depends to some extent on the medium of the communications network, for example, a cellular phone would be used in a cellular system or a cable controller in a cable system. At the present, it is anticipated that the player interface will most likely consist of a personal computer, set up in a well known fashion, to connect to the Internet through a modem connected to land lines. There are many systems competing to provide Internet access including: telephone landline systems, digital subscriber lines, cable networks, cellular networks and others. Whatever communications system 3 is employed, it will have little effect in the basic operation of this invention, except perhaps in speed of interactive play. For the purpose of illustration, it is assumed that the communications system used is the standard telephone line access to the Internet by a modem connected to a personnel computer.
A product database 6 of figure 1 will be stored in data storage unit 20 of figure 2 and is created to supply product information to the processor for selection by the player. The database 6 will contain a hierarchy of categories, subcategories, and specific products, which will be available for selection by the player for insertion into his personal product medium. The availability of products will vary from game to game. The product database 6 may also contain supplemental information relating to the products, including advertising and marketing information, product offerings and links for access by the game server 1 or processor 5 during the play of the game. This allows the game server 1 to provide targeted advertising and product offerings based on the particular preferences contained in player database 7.
As shown in the process diagram of figure 3, the player will access the website, at which the game server 1 is available, by first logging on to his or her Internet server 4 through player interface 2. As stated above, this may be accomplished in many ways and the future holds many more possibilities, but for the purpose of illustration, it is assumed that the game server 1 is accessed in the currently standard manner through a modem and over a telephone land line connection. As is common today, each Internet server has its individual log on procedure and medium for exploring the Internet and providing access to various web sites. The web site of game server 1 may be entered through hypertext displayed in targeted advertising, through selection of the domain name, or other mechanisms for Internet navigation.
Upon entering the game server web site, the player will be prompted by a menu and advised how to select the various paths available. Initially a player identifier file must be created to allow the player to reuse the site with convenient regularity. The player identifier file will also provide the needed linkage to allow marketing data to be compiled directly from the player's activities in the site. Since it is likely that the customer specific data will be very useful in broader marketing efforts, sufficient information needs to be provided to assess the demographics of groups of customers according to selected marketing categories. The game server menu will, therefore, necessarily include a simple form into which the required information will be inserted by the player.
After the player file is generated, it is saved in player database 8 and the player is ready to select a game.
The process of game selection will again be menu driven as shown in figures 6a, b, and c and contain access to information about game play. In order to provide an incentive for the player to participate in a straight forward manner, the rules and rewards of winning a particular game will be promoted during the game selection process .
Once a game is selected, a set of game symbols will be displayed which comprises the game medium, as shown for Bingo in figures 4 and 5 . This will further illustrate how the game is to be played and the potential rewards. Next it is necessary that the product medium be constructed. To do this, the player must select a preference for a particular product by reviewing the product hierarchy contained in product database 6. The selection may be made at any point in the hierarchy consistent with the game medium. During the selection of a set of product symbols by the player, access will be provided to more detailed product information and advertising in product database 6 to aid in the selection process.
Once the product medium is generated, it is stored in the player database 8 for future reference and manipulation. The game will then progress to a conclusion according to its particular rules and process software. Each game will be different and because of the game algorithm, which converts an individual's product medium into a game medium, multiple players may be playing at the same time using the same game medium, but completely different product mediums.
To accommodate the volume of traffic and facilitate technical control, upon making a choice of games, the player will be assigned to a section consisting of other players for the same game. Each section will be for a particular type of game, i.e. poker, bingo, etc. A minimum number of players will be predetermined for each section to contain the odds at a reasonable level.
The term sweepstakes is used in a broad sense to refer to any contest, other than gambling, in which a winner is selected in a generally random manner, other than just winning a particular game on the game server 1. Depending on the nature of the prizes, the game could be set up to award prizes simply by winning the game played. The key factor is to generate an incentive for players to participate by providing the opportunity to win prizes which the player selects in advance.
The invention will now be illustrated with reference to particular games adapted for the purpose. One game that is particularly adaptable is bingo.
A general process for playing Bingo in accordance with this invention is shown in figures 4 and 5. In the traditional game of bingo, the game medium is the Bingo card or tablet on which numbers are arranged randomly in columns and rows with the columns identified by one of the letters B,I,N, G,0, as shown in figures 4 and 5. There is a universe of numbers used in the game medium ranging from the lowest number in the first column to the highest number in the last column. Normally, there are five columns with fifteen numbers assigned to each column; therefore, the game medium will consist of a set selected from the overall field of 75 numbers, running from 1 to 75. The first column is assigned the field of 1 through 15; the second column is assigned the field from 16 through 30; and so on, until the fifth column which is assigned the field of 61 through 75. Typically, the product medium, i.e., the card is five columns of five rows each. Although the first column consists of the 15 numbers, 1 through 15, only a subset of five of these numbers are displayed on the card in the first column. This process is repeated for each column in order to make a complete bingo card. By constructing bingo cards in this manner, there are hundreds of millions of potential combinations and permutations of cards. Once the card in determined, this product medium is ready for a game to be played.
During the play of the game, numbers are called and the player marks any spots on his card that contains that number. The winner is the first player achieving a predetermined pattern from the numbers called during the course of the game. Other variations may be played with any number of columns and rows, and with a different size field of numbers from which to construct the cards.
Bingo is adapted, according to this invention, by substituting a set of symbols representing products for the traditional set of numbers displayed in each spot on the bingo card. Similarly, the traditional column headings of "B, I, N, G, & 0" can be replaced by categories of products. The game can be designed for play with any number of columns and rows, with or without freespaces.
In order to generate a product oriented medium, the game medium, i.e. the bingo card, containing a set of numbers, is converted to a product medium with the traditional numbers replaced by a set of product symbols selected by the player. The column headings would be replaced by categories of products, thereby structuring the hierarchy of the selection process. To accomplish the conversion, a game algorithm is devised for making the conversion. For example, using the traditional bingo card format of five columns of five rows, the first column, or "B" column, can be chosen from a field of 15 products within a category which are assigned numbers from 1 through 15 by the player or automatically by selection of a category. A second field of 15 products are chosen for the second column, or "I" column, and are assigned the fifteen numbers from 16 to 30. The process continues until the available numbers are replaced by products. From each field five products are chosen to be displayed in the spots on the bingo card. The game processor would operate in accordance with the game algorithm to convert back and forth from the game medium to the product medium as the game progresses. In the context of the game Bingo, the algorithm is a simple look up table, as shown in figures 6c and 7, in which the columns of the game card are correlated to categories and the set of numbers for the game medium are correlated to the set of selected product symbols for the product medium.
As shown in the example of figure 7, the "B" heading of the first column could be converted to the word "CARS" and the set of numbers in the first column could be associated with, i.e. substituted for or used with 15 names or images ("symbols") of different models of cars. The first column of the bingo card would then consist of the appropriate number of spots filled with the names or images of cars chosen by the player or chosen at random. In a five by five bingo card, there would be five car "symbols" filling the first column. The Bingo game algorithm would convert the numbers to product symbols and back as shown.
A similar conversion table would be utilized for each column and column heading selected by the player. A formula for assigning numbers to the products in each category selected for a particular column would read as follows:
Each "symbol" in each category is assigned a unique number (X) in its field of 1, 2, , n where n is the total number of "symbols" in each category. To determine that "symbols" number (N) in the universe, you would use the following formula:
N = X + (C-l) *n, where C is the number of the column to which the category is assigned.
In the most common five column, five row game of bingo with a universe of 75 numbers, the first product in the category assigned to third column would have a range number of 1 and a number in the universe computed as follows:
N = 1 + (3-1) 15 = 31; where C=3, n=15, and X=l.
The game algorithm would enable a player to select from a variety of categories and place those categories in whichever column he/she prefers. It also enables the player to select the products that will make up his unique card. Since the content of the product medium is selected according to each players preference, each of the players will play with diverse sets of product symbols and categories while the game algorithm converts each of the product mediums back to the game medium, the universal bingo game card. The players therefore, compete in the same game with different cards. For example, player X may have designated his first column to be "Cars" with the Ford Taurus being equated to the number "1" in the algorithm for this card and player Y may have designated the first column to be "Jewelry" with an opal ring being equated to the number "1" in the algorithm for her card. During the play of the game, if the number "1" is chosen, determined by a random number generator or manual draw, player X would be shown the product symbol for the Ford Taurus and player Y would be shown the product symbol for opal ring. Each would appropriately mark their cards in the appropriate square of the product medium. To facilitate the play of the game, the number may be shown in conjunction with the appropriate product symbol on the product card. If one or neither have chosen the product symbol correlating to the randomly selected number, the square on the product medium would not be marked, since it would not be displayed on their bingo cards.
The pattern necessary to win is presented before the beginning of the game. As numbers are drawn by the random number generator, they are converted to the appropriate product symbol via the game algorithm. They are then displayed for the players in their product medium form. While the game is underway, the player views his tablet and highlights the appropriate spot. The winner of the game is the first player to achieve the predesignated pattern and signal "bingo".
As the player opens the menu for the bingo game that he has selected, a series of preferences must be made to fill out a set of products in which the player is interested in winning. The player chooses category, subcategory, and product symbols to generate a product preference database for the game of bingo from which the product medium for each player is selected.
From the illustration of the use of the process and apparatus of this invention in the context of a game of bingo, it is observed that the subject invention provides a methodology for delivering advertising, appropriate to the individual audience, after gathering preference data directly from the individual. Player preference data obtained from one of the several games available on the game server 1, provides an accurate mechanism for monitoring consumer preference. By permitting the consumer to choose prizes that will be awarded as part of a competitive game situation, the consumer indicates that he or she would like to win that product and, in all likelihood, that, they do not already have the product. Over time, the data on prize choices permits the compilation of preference vectors based on comparative preferences among potential prizes. With this information, from the player database, opportunities arise during the set up, play and between game interludes for directing advertising to the player, targeted to the stated preferences.
Another embodiment of this invention adapts the use of playing cards for the purpose of encouraging a player to volunteer product preference data. Decks of playing cards have been around for centuries. During that time, hundreds of card games have been invented which use decks of cards in one form or another. Variations on the playing card deck include, but are not limited to, the standard poker or bridge deck of 52 cards with 13 cards in each of four suits; the 48 card pinochle deck with two each of nine through ace in each suit; the 32 card euchre or skat deck with one each of 7 through ace in each suit; and the 64 card bezique deck which is essentially a double euchre deck.
Through the process and apparatus of this invention, any card game can become both a promotional event for advertisers and an opportunity to win sweepstakes prizes for players of those games . With this invention, everyone with access to a game can be both entertained and compete for prizes. Everyone can play and everyone can be an actual contestant with an opportunity to win the prizes offered.
The game medium of games using playing cards consists of the suits and cards themselves. The suits of playing cards are associated either at random, by player selection, or by advertiser selection with classes or categories of products such as CDs, videos, movie passes, restaurant gift certificates, books, books on tape, cosmetics, etc. For example, CDs may be associated with spades, books with hearts, cosmetics with clubs, and videos with diamonds. Each of the thirteen cards of the standard deck can be specific products in each of the categories. The product and category list are stored in the product database 6 and are accessible to the game processor 5 and Game server 1. The player may select the category and product, just the product, or it may be presented by an advertiser. Once the associations are made, a game algorithm is constructed that is unique to that particular deck of playing cards.
The game algorithm converts the game medium, the playing cards, to the product medium similar to the process used in the bingo version of this invention of bingo. An example of a game of solitaire using a CD related product medium is shown in figure 6b.
In order to add variety to the playing of the games according to this invention, the game server 1, through one of its processors, such as data administration server 15, is programmed to keep track of the number of games played on a particular product medium in storage medium 23. After a predetermined number of repetitions, the player may be prompted to consider different categories of products. This can also be done automatically to test the player's preferences in other categories of products.
As an illustration, after a predetermined cumulative number of cards are played in consecutive games, the game software can call for a replacement deck. In selecting the replacement deck, (either by player choice, random selection, or advertiser selection) categories, previously used in association with suits for that particular player, are no longer available, thereby avoiding additional repetitions of an advertiser's product promotion to that particular player. If categories are player selected, the categories available to that player might no longer show the categories he had previously chosen.
According to the above, a unique method of obtaining an honest, straight forward, statement of product preference by an individual is provided. The process is incentivised for the player by providing product selection from a list, which are potential prizes to be won in a sweepstakes style contest. It should be understood that the system and method may be implemented in a wide variety of configurations, styles and media and variations may be used within the boundaries of the invention as described in the claims.

Claims

I claim:
1. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, said method comprising the steps of:
connecting the player interface to the game server through the communications network;
presenting at least one game in which the player may compete;
presenting a game medium having a set of standard playing symbols for the selected game;
providing a product database having a listing of potential prizes from which the player may select;
providing a game algorithm for converting said game medium into a product medium having a set of symbols representing products associated with the set of standard playing symbols;
selecting the products for insertion into the product medium;
converting the game medium to the product medium using the game algorithm; and
playing the game using the product medium.
2. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, as described in claim 1, wherein a plurality of games are presented for selection by the player.
3. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, as described in claim 1, said method further comprising the step of compiling and storing the product selection data to create an individual player preference profile.
4. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, as described in claim 1, said method further comprising the step of compiling the product selection data to create a generic product preference profile in accordance with predetermined marketing criteria.
5. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, as described in claim 1, further comprising the step of conducting a sweepstakes style contest for players competing in a game, said contest awarding prizes based on the products selected by the player.
6. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident a selectable game program, as described in claim 1, said method further comprising: storing promotional and advertising data relating to the listed prizes; and
presenting portions of such data according to said product preference profile to the player at selected times.
7. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident selectable game programs, as described in claim 1, said method further comprising the step of tracking the number of games played using a particular product medium and after a predetermined number of repetitions promoting the selection of a new product medium.
8. A method of playing product oriented games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident selectable game programs, as described in claim 1, wherein the listing of potential prizes includes a hierarchy of categories, sub-categories, and products and said hierarchy is incorporated into the game algorithm.
9. Apparatus for playing games for prizes on the Internet comprising:
a player interface having the capability of connection to a communications network to send and receive information; a communications network available for bidirectional communication by the user interface;
a game server connected to the user interface through the communications network to provide interactive communication with the player, said game server further comprising:
a game processor operative in association with a program to provide a game medium having a set of standard playing symbols for a game, a game algorithm for converting said game medium to a product medium, said product medium having a set of symbols representing products associated with the set of standard playing symbols;
a data storage unit in which is stored a listing of products representing prizes, accessible by the player to allow the player to select product preferences for potential prizes to insert into the product medium; and
wherein the player selects product preferences to insert into the product medium and the game processor converts the game medium to a product medium and allows the player to play the selected game using the product medium.
10. Apparatus for playing games for prizes on the Internet, as described in claim 9, further comprising a second data storage unit for storing the product preferences selected by the player in a player preference profile.
11. Apparatus for playing games for prizes on the Internet, as described in claim 9, further comprising a third data storage unit unit for compiling and storing the product selection data to create a generic product preference profile in accordance with predetermined marketing criteria.
12. Apparatus for playing games for prizes on the Internet, as described in claim 9, wherein said game server further provides software constructed to conduct a sweepstakes style contest for players competing in a game, said contest awarding prizes based on the products selected by the player.
13. Apparatus for playing games for prizes on the Internet, as described in claim 9, wherein said game server further provides software constructed to present a plurality of games for selection by the player.
14. Apparatus for playing games for prizes on the Internet, as described in claim 9, wherein said stored product listing further includes promotional and advertising data relating to the listed prizes and wherein the game server presents portions of such data according to said product preference profile to the player at selected times.
15. Apparatus for playing games for prizes on the Internet, as described in claim 9, wherein said game server tracks the number of games played using a particular product medium and after a predetermined number of repetitions promotes the selection of a new product medium.
16. A method of playing product oriented bingo for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident game algorithms for playing bingo, said method comprising the steps of:
connecting the player interface to the game server through the communications network;
presenting to the player at least one game which the player may select, based on bingo;
presenting a bingo tablet having a table of rows and columns for the insertion of a set of numbers during game play;
providing a product database having a listing of potential prizes from which the player may select;
providing a game algorithm for converting said bingo tablet into a product tablet having a set of symbols representing products associated with the set of numbers in the rows and columns of the bingo tablet;
selecting the products for insertion into the product tablet;
converting the bingo tablet to the product tablet, based on the products selected and using the game algorithm; and
playing the game of bingo using the product tablet.
17. A method of playing product oriented bingo for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident game algorithms for playing bingo, said method as described in claim 16 wherein the product database includes a hierarchy of categories, sub-categories, and products and wherein the columns of the product tablets are correlated with a selected category or sub-category by operation of the game algorithm.
18. Apparatus for playing bingo for prizes on the Internet comprising:
a player interface having the capability of connection to a communications network to send and receive information;
a communications network available for bidirectional communication by the user interface;
a game server connected to the user interface through the communications network to provide interactive communication with the player, said game server further comprising:
a game processor operative in association with a program to provide a bingo tablet having standard numerical playing symbols, and a game algorithm for converting the bingo tablet to a product tablet, said product tablet having product symbols associated with the standard numerical playing symbols;
a data storage unit in which is stored a database containing a product hierarchy by category and sub-category, accessible by the player to allow the player to select product preferences for potential prizes to insert into the product tablet; and
wherein the player selects product preferences to insert into the product tablet and the game processor converts the bingo tablet to a product tablet and allows the player to play bingo using the product tablet.
19. A method of playing product oriented playing card games for prizes on the Internet using a player interface connected through a communications network to a game server on which is resident game algorithms for playing card games, said method comprising the steps of:
connecting the player interface to the game server through the communications network;
presenting to the player at least one game which the player may select, based on playing cards;
presenting a deck of playing cards having suits and a number of cards in each suit;
providing a product database having a listing of potential prizes from which the player may select;
providing a game algorithm for converting said deck of cards into a product deck having a set of symbols representing products associated with the cards of the suits and a set of categories or sub- categories associated with the suits and wherein the products within each suit are in the category or sub- category;
selecting the products and category or sub- category for insertion into the product deck;
converting the playing card deck to the product deck, based on the products selected and using the game algorithm; and
playing the game if cards using the product deck.
20. A game server accessible through a communications network to provide interactive game play, comprising:
a game processor operative in association with a program to provide a game medium having a set of standard playing symbols for a game selected by the player, said game processor having a game algorithm for converting the game medium to a product medium, said product medium having product symbols associated with the standard playing symbols;
a data storage unit in which is stored a database containing a product hierarchy by category and sub- category, accessible by the player to allow the player to select product preferences for potential prizes to insert into the game algorithm; and
wherein the player selects product preferences to insert into the game algorithm and the game processor converts the game medium to a product medium and allows the player to play the selected game using the product medium.
21. A game server accessible through a communications network to provide interactive game play, as described in claim 20, wherein an incentive for play is provided in which the selected products may be won in a sweepstakes style contest in the context of the game played.
22. A game server accessible through a communications network to provide interactive game play, as described in claim 20, wherein the player is assigned to a group of players who have selected the same game and wherein the number of players within said group is limited to a predetermined maximum.
PCT/US2000/013025 1999-05-21 2000-05-12 Method and apparatus for obtaining marketing information WO2000072205A1 (en)

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US60/139,947 1999-06-18
US14209799P 1999-07-02 1999-07-02
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US16329999P 1999-11-03 1999-11-03
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