Word guessing games for market research
Abstract
A system is described for a computer-based word-guessing game that can be used to elicit market-research data, specifically sentiment and awareness data. The two-person game involves a clue giver and a guesser, each playing on their own mobile device. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used and the guesses made can be analyzed to reveal the opinions and knowledge that the players have about products, brands, and people. The game features a novel mechanic in which the clue words are categorized according to how obvious they are. Using more-obvious clues causes the countdown clock to decrement faster, thereby making the game play more strategic and entertaining, while also incentivizing the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A system for a guessing game comprising:
a means for pairing two players; a first graphical interface with which a first player of the guessing game can give clues to a second player to induce him to guess a target word; a first database for recording said clues; a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; a second database for recording said guesses; a means for recording a cost incurred for giving each clue; an indication in the first graphical interface of the cost associated with each clue.
2 . The system of claim 1 wherein:
the cost incurred for giving each clue reflects the obviousness of the clue.
3 . The system of claim 1 wherein:
a shared countdown clock visible in the first graphical interface and in the second graphical interface indicates the time remaining for the players to play one game.
4 . The system of claim 3 wherein:
the cost incurred for giving each clue is a specific adjustment to the shared countdown clock.
5 . The system of claim 1 wherein:
the cost incurred for giving each clue is specified in a currency.
6 . The system of claim 1 wherein:
the means of pairing two players matches the players by one or more of geographic location, common interests, and skill level.
7 . The system of claim 1 wherein:
the basic game play can be modified by use of a power-up.
8 . The system of claim 7 wherein:
the power-up reduces the cost for each clue.
9 . The system of claim 7 wherein:
said power-up tells said second player how many letters are in said target word.
10 . The system of claim 7 wherein:
said power-up allows said first player to pass on said target word and obtain a new target word.
11 . The system of claim 7 wherein:
said power-up allows said second player to see the first letter of said target word.
12 . The system of claim 1 wherein:
said clues were generated via crowdsourcing.
13 . The system of claim 1 wherein:
the data stored in said first and second databases can be analyzed to generate consumer intelligence.
14 . A computer-implemented method, comprising:
pairing, using at least one device processor, two players; providing a first graphical interface with which a first player of a guessing game can give clues to a second player to induce him to guess a target word; recording the clues in a first database; providing a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; recording the guesses in a second database; recording a cost incurred for giving each clue; providing an indication in the first graphical interface of the cost incurred for giving each clue.
15 . A non-transitory computer-readable storage medium including instructions that, when executed by at least one processor of a computer system, cause the computer system to:
pair, using at least one device processor, two players; provide a first graphical interface with which a first player of the guessing game can give clues to a second player to induce him to guess a target word; record the clues in a first database; provide a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; record the guesses in a second database; record a cost incurred for giving each clue; provide an indication in the first graphical interface of the cost incurred for giving each clue.Join the waitlist — get patent alerts
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