User-Device-Implemented Contest with Alert Feature
Abstract
Provided, inter alia, is a type of contest in which, at various intervals, geographically dispersed players attempt to answer the identical problem at substantially the same time. In representative embodiments, problems (typically, questions) are made available at seemingly random times throughout the day (or throughout some specified time interval), and players have the opportunity either to respond to the problem or (e.g., in the event that a given player is occupied when a particular problem arises) to pass on the current problem and wait for another one. In such embodiments, more questions are made available than the players are permitted to answer in accordance with the rules of the game, so that players have flexibility as to when they participate.
Claims
exact text as granted — not AI-modified1 . A method for implementing a simultaneous, but intermittently played, contest, comprising:
(a) delivering a problem substantially simultaneously to geographically dispersed players, the problem being identical for all players; (b) receiving responses to the problem from the players and measuring response times corresponding to the responses; (c) determining scores for the players that are based on the responses and corresponding response times; and (d) repeating steps (a)-(c) a plurality of times, with a median time interval between delivery of consecutive problems being at least 30 minutes, and with an aggregate score being maintained for each of the players.
2 . A method according to claim 1 , wherein there are at least 100 players.
3 . A method according to claim 1 , wherein for each of at least a majority of the players, the problem is delivered, the response is input and the response time is measured on a same user device.
4 . A method according to claim 3 , further comprising a step of downloading the problems into the user devices in advance, via a publicly accessible network.
5 . A method according to claim 1 , further comprising a step of permitting the players to decide whether or not to participate in a current problem, wherein only the players who participate in the current problem are scored with respect to the current problem.
6 . A method according to claim 5 , wherein more problems are available than the players are permitted to answer, so that the players have flexibility regarding when they participate.
7 . A method according to claim 1 , further comprising steps of:
(e) allowing the players to voluntarily associate with at least one other player; and (f) while and only while an association exists between a first player and a second player, providing the first player with points that are based directly on a number of points earned by the second player.
8 . A method according to claim 7 , wherein the first player has an ability to transfer the association from the second player to a third player, in which case the first player ceases to receive points based on points earned by the second player and begins to receive points that are based directly on a number of points earned by the third player.
9 . A method according to claim 1 , wherein the players must answer the problem within a specified period of time after the problem is delivered in order to obtain credit for answering correctly.
10 . A method according to claim 9 , wherein the specified period of time is not more than 90 seconds.
11 . A method according to claim 1 , wherein opportunities to answer the problems are provided to the players at times that are not known in advance to the players.
12 . A method according to claim 1 , wherein a correct response to a given problem is awarded a number of points that depends upon how quickly the correct response was submitted after the given problem was delivered.
13 . A method according to claim 1 , wherein said steps (a)-(c) are repeated on a daily basis over a period of at least 5 days.
14 . A system for implementing a simultaneous, but intermittently played, contest, comprising:
(a) means for delivering a problem substantially simultaneously to geographically dispersed players, the problem being identical for all players; (b) means for receiving responses to the problem from the players and measuring response times corresponding to the responses; (c) means for determining scores for the players that are based on the responses and corresponding response times; and (d) means for repeating execution of means (a)-(c) a plurality of times, with a median time interval between delivery of consecutive problems being at least 30 minutes, and with an aggregate score being maintained for each of the players.
15 . A system according to claim 14 , wherein there are at least 100 players.
16 . A system according to claim 14 , wherein for each of at least a majority of the players, the problem is delivered, the response is input and the response time is measured on a same user device.
17 . A system according to claim 16 , further comprising means for downloading the problems into the user devices in advance, via a publicly accessible network.
18 . A system according to claim 14 , further comprising:
(d) means for allowing the players to voluntarily associate with at least one other player and while, and only while, an association exists between a first player and a second player, providing the first player with points that are based directly on a number of points earned by the second player.
19 . A system according to claim 18 , wherein the first player has an ability to transfer the association from the second player to a third player, in which case the first player ceases to receive points based on points earned by the second player and begins to receive points that are based directly on a number of points earned by the third player.
20 . A system according to claim 14 , wherein opportunities to answer the problems are provided to the players at times that are not known in advance to the players.Join the waitlist — get patent alerts
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