Game of skill played by remote participants utilizing wireless devices in connection with a common game event
Abstract
A game of skill played simultaneously by several players whereby each participant effectively competes only against players having a similar skill tier to provide a better opportunity to win awards. The system includes a central computer system with each remote participant having a mobile device such as a cell phone. The system also provides for effective promotion or updating to a higher skill tier of successful players of the game. Each skill tier adds complexity which increase point potentials. The game play is relatively easy initially, permitting new users to enjoy success in the game. As the user becomes more skilled and reaches higher tiers prizes increase and game elements become more challenging thus motivating continued play while retaining a player's interest. While players are able to view all scores including those in higher tiers, they will know that players in other tiers had more opportunities to earn points.
Claims
exact text as granted — not AI-modified1 - 67 . (canceled)
68 . A server for conducting a game of skill or chance or other entertainment played simultaneously by groups of participants, each participant on a client device, each group comprising a plurality of participants of a particular game skill tier, remote from each other in conjunction with at least one common game event wherein each participant player of a game receives one or more scores, the server comprising:
a. a memory for storing program instructions for providing the common game event and transmitting the common game event to each of the remote participants and for defining a predetermined plurality of game skill tiers each comprising one or more players, wherein the program instructions determine a current skill tier of a user and updates the current skill tier of the user if the current skill tier is not correct for the user, wherein one or more web-connected devices receive a first set of game data from the server, wherein the server receives a second set of game data from the one or more web-connected devices, wherein the first set of game data comprises a first set of questions sent to a first group of players in a first tier and a second set of questions sent to a second group of players in a second tier, wherein the second set of questions includes questions not in the first tier; and b. a processor coupled to the memory to configure the second set of game data for the one or more web-connected devices, wherein the server transmits a lockout signal to the one or more web-connected devices, wherein the lockout signal is transmitted at a designated time to prevent answers to questions after an outcome is known.
69 . The server as claimed in claim 68 , wherein the program instructions are implemented in real time.
70 . The server as claimed in claim 68 , wherein the one or more web-connected devices are from a group including a cellular phone and a laptop computer.
71 . The server as claimed in claim 68 , wherein the one or more web-connected devices or the server includes memory for permanently storing the game skill tier selected from the plurality of game skill tiers defined on the server.
72 . The server as claimed in claim 68 , wherein the one or more common game events comprise a live television broadcast of a live sporting event from a group including football, baseball, hockey, basketball, boxing, golf, soccer and auto racing.
73 . The server as claimed in claim 68 , wherein the one or more common game events are selected from a group including a televised game show, a reality show, an esports tournament and an entertainment show.
74 . The server as claimed in claim 68 , wherein the one or more common game events comprise a non-televised game selected from a group including cards, dice, word games, puzzles and trivia games.
75 . The server as claimed in claim 68 , wherein the one or more common game events are played on computers, the Internet, handhelds or cell phones.
76 . The server as claimed in claim 68 , wherein the game scores are communicated to the one or more players on a webpage.
77 . The server as claimed in claim 68 , wherein the game scores are communicated to the one or more players on the one or more web-connected devices, a computer or a video game device.
78 . The server as claimed in claim 68 , wherein all game scores are communicated to players regardless of game skill tier.
79 . The server as claimed in claim 68 , wherein all game scores in the game skill tier are communicated only to players included in the players' game skill tier.
80 . The server as claimed in claim 68 , wherein the games played at the relatively higher skill tiers have more game elements or more opportunities for points than respectively lower skill tiers.
81 . The server as claimed in claim 68 , wherein the server sends an acknowledgment in real time.
82 . The server as claimed in claim 68 wherein the one or more web-connected devices comprise one or more mobile devices.
83 . The server as claimed in claim 68 wherein the memory stores the game skill tier of each participant for each type of common game event.
84 . A method of controlling a game of skill or chance or other entertainment, comprising:
a. transmitting one or more common game events from a server to one or more web-connected devices; b. defining a predetermined plurality of game skill tiers each comprising one or more players; c. transmitting game elements to the one or more players via the one or more web-connected devices, wherein the game elements are relative to the predetermined plurality of game skill tiers such that each player belonging to a first tier is presented a first set of game elements and each player belonging to a second tier is presented a secnod set of game elements, wherein the second set of game elements includes game elements not in the first set of game elements; d. determining a current skill tier of the user in an application and updating the application if the current skill tier is not correct for the user, thereby ensuring the user is utilizing an updated application that is correct for the user, wherein the one or more web-connected devices receive a first set of game data from the server, wherein the server receives a second set of game data from the one or more web-connected devices, wherein a processor of the server configures the second set of game data for the one or more web-connected devices; and e. sending a lockout signal to the one or more web-connected devices preventing transmission of answers to the game elements after an outcome is known.
85 . The method as claimed in claim 84 wherein the application is implemented in real time.
86 . The method as claimed in claim 84 further comprising:
e. promoting the one or more players to a relatively higher tier of the predetermined plurality of game skill tiers based on a determined level of a skill of a user;
f. determining a score for the one or more players based on the correctness of responses provided to the game elements;
g. grouping the scores for the one or more players according to the predetermined plurality of game skill tiers; and
h. displaying the scores within the predetermined plurality of game skill tiers in an order selected from a group including ascending, descending and alphabetical.
87 . The method as claimed in claim 84 , wherein the one or more web-connected devices are from a group including a cellular phone and a laptop computer.
88 . The method as claimed in claim 84 , wherein the one or more web-connected devices include memory for permanently storing the skill tier selected from the predetermined plurality of game skill tiers.
89 . The method as claimed in claim 84 , wherein the one or more common game events comprise a live television broadcast of a live sporting event from a group including football, baseball, hockey, basketball, boxing, golf, soccer, esports tournaments and auto racing.
90 . The method as claimed in claim 84 , wherein the one or more common game events are selected from a group including a televised game show, a reality show and an entertainment show.
91 . The method as claimed in claim 84 , wherein the one or more common game events comprises a non-televised game selected from a group including cards, dice, word games, puzzles and trivia games.
92 . The method as claimed in claim 84 , wherein the one or more common game events are played on computers, the Internet, handhelds or cell phones.
93 . The method as claimed in claim 84 , wherein communicating the scores comprises posting the scores on a webpage.
94 . The method as claimed in claim 84 , wherein communicating the scores comprises sending the scores to the one or more web-connected devices, one or more computers or one or more video game devices.
95 . The method as claimed in claim 84 , further comprising communicating the tiers to the one or more users.
96 . The method as claimed in claim 84 , wherein more game elements are presented or more scoring opportunities offered and more points are awarded at the relatively higher skill tier.
97 . The method as claimed in claim 84 , further comprising utilizing the Internet for gameplay.
98 . The method as claimed in claim 84 , further comprising sending an acknowledgment from the server to the one or more web-connected devices in real time.
99 . The method as claimed in claim 84 , wherein the one or more web-connected devices comprise one or more mobile devices.
100 . The method as claimed in claim 84 , wherein the game elements comprise one or more questions.
101 . A graphical user interface for displaying scores of a game of skill or chance or other entertainment played by a plurality of players viewing one or more common game events, wherein the graphical user interface is stored in a non-transitory memory and displayed on a display of a device, wherein the graphical user interface is associated with an application, the graphical user interface comprising:
a. a representation of a plurality of tiers each comprising one or more players, the plurality of tiers comprising a first skill tier and a second skill tier, wherein players in the first skill tier are presented with a first set of queries and aplyers in the second skill tier are presented a second set of queries, wherein the second set of queries includes queries not in the first set of queries; and b. a list of a plurality of scores of the plurality of players, wherein each player has an associated tier, wherein the device receives a first set of game data from the server, wherein the server receives a second set of game data from the device, wherein a processor of the server configures the second set of game data for the device, wherein the server transmits a lockout signal to the device preventing transmission of answers to the queries after an outcome is known.
102 . The graphical user interface as claimed in claim 101 , wherein the plurality of players play a game with the same opportunities to score points.
103 . The graphical user interface as claimed in claim 101 , wherein the plurality of players play a game with different opportunities to score points.
104 . The graphical user interface as claimed in claim 101 , wherein the plurality of scores are displayed in an order selected from a group including ascending, descending and alphabetical.
105 . The graphical user interface as claimed in claim 101 , wherein the scores for each player are listed in the associated one of the plurality of tiers.
106 . The graphical user interface as claimed in claim 101 , wherein the application is implemented in real time.Join the waitlist — get patent alerts
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