US20060281555A1 - Computer networked game system utilizing subscription based membership and alternative methods of entry - Google Patents

Computer networked game system utilizing subscription based membership and alternative methods of entry Download PDF

Info

Publication number
US20060281555A1
US20060281555A1 US11/507,795 US50779506A US2006281555A1 US 20060281555 A1 US20060281555 A1 US 20060281555A1 US 50779506 A US50779506 A US 50779506A US 2006281555 A1 US2006281555 A1 US 2006281555A1
Authority
US
United States
Prior art keywords
game
players
tournament
player
subscription
Prior art date
Legal status (The legal status 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 status listed.)
Abandoned
Application number
US11/507,795
Inventor
Jason Kellerman
Marc Marin
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
RPX Corp
MMJK LLC
Original Assignee
Individual
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
Family has litigation
First worldwide family litigation filed litigation Critical https://patents.darts-ip.com/?family=36641278&utm_source=google_patent&utm_medium=platform_link&utm_campaign=public_patent_search&patent=US20060281555(A1) "Global patent litigation dataset” by Darts-ip is licensed under a Creative Commons Attribution 4.0 International License.
Application filed by Individual filed Critical Individual
Priority to US11/507,795 priority Critical patent/US20060281555A1/en
Assigned to MMJK LLC reassignment MMJK LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KELLERMAN, JASON, MARIN, MARC
Publication of US20060281555A1 publication Critical patent/US20060281555A1/en
Assigned to VENTURE LENDING & LEASING V, INC. reassignment VENTURE LENDING & LEASING V, INC. SECURITY AGREEMENT Assignors: MMJK, INC.
Assigned to RPX CORPORATION reassignment RPX CORPORATION ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: BRIGHT MOUNTAIN MEDIA, INC, CL MEDIA HOLDINGS LLC
Assigned to BARINGS FINANCE LLC, AS COLLATERAL AGENT reassignment BARINGS FINANCE LLC, AS COLLATERAL AGENT PATENT SECURITY AGREEMENT Assignors: RPX CORPORATION
Abandoned legal-status Critical Current

Links

Images

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament

Definitions

  • the present invention relates generally to computerized game systems, and more specifically, to a networked system that supports multi-user game play on a game server computer from a plurality of client computers.
  • the online poker, or similar game, industry is thus suffering from a lack of sites that provide players with a legal forum for participating in online game tournaments with no financial risk and no legal risk, while providing true competition and the opportunity to win meaningful prizes.
  • a computer networked, multi-user game system utilizing subscription based membership and alternative methods of entry, as well as the award of prizes of immediate value to the winner is described.
  • a game or a tournament is hosted by a game server computer coupled to one or more client computers operated by participating players.
  • the game hosted by the game server is typically a game that has elements of both skill and chance, and requires active player participation and decision making such as: poker, blackjack, etc.
  • the game may be mostly chance such as: lottery games, craps, roulette, keno, bingo, slot machines, horse races, etc.
  • a subscription-based membership is established for each player by charging each player a fee for a pre-determined membership time period.
  • Each player selects a game or tournament to be played against other players over the computer network and registers to play that game or tournament.
  • a number of tokens are distributed to each member player participating in the online game or tournament for betting in the game or tournament.
  • registration allows entry to the game.
  • An alternative method of entry is provided to allow non-subscription players to participate in the online game or tournament without payment of the subscription fee.
  • Non-subscribing players are only allowed a single entry per game or tournament.
  • non-subscribing players receive at least as many starting tokens as the subscribing players for betting in the game or tournament.
  • the game server hosts at least one game or tournament during the membership time period, the online game or tournament consisting of at least one game round, with each game round potentially eliminating one or more participant players until a winning player and one or more runner-up players are determined.
  • the prize pool is disbursed to the winning player and any eligible runner-up players in the form of cash, cash-equivalent notes, or prizes that have inherent and immediate value.
  • FIG. 1 illustrates a network for implementing an online game accessible to a number of client/server coupled users, according to one embodiment of the present invention
  • FIG. 2 is a flowchart that illustrates the general steps of administering an online game system, according to one embodiment of the present invention
  • FIG. 3 is a table that lists an illustrative prize pool for a hypothetical monthly tournament
  • FIG. 4 illustrates a screen display for a login page of a registration server computer, according to one embodiment of the present invention
  • FIG. 5 illustrates a screen display for a player registration and account creation screen, according to one embodiment of the present invention
  • FIG. 6 is an illustration of a main web page of a game server web site, according to one embodiment of the present invention.
  • FIG. 7 illustrates a download software web page, according to one embodiment of the present invention.
  • FIG. 8 illustrates an exemplary game room hosted on a game server, according to one embodiment of the present invention.
  • server and client computer systems transmit and receive data over a computer network or a fiber or copper-based telecommunications network.
  • the steps of accessing, downloading, and manipulating the data, as well as other aspects of the present invention are implemented by central processing units (CPU) in the server and client computers executing sequences of instructions stored in a memory.
  • the memory may be a random access memory (RAM), read-only memory (ROM), a persistent store, such as a mass storage device, or any combination of these devices. Execution of the sequences of instructions causes the CPU to perform steps according to embodiments of the present invention.
  • the instructions may be loaded into the memory of the server or client computers from a storage device or from one or more other computer systems over a network connection.
  • a client computer may transmit a sequence of instructions to the server computer in response to a message transmitted to the client over a network by the server.
  • the server receives the instructions over the network connection, it stores the instructions in memory.
  • the server may store the instructions for later execution, or it may execute the instructions as they arrive over the network connection.
  • the downloaded instructions may be directly supported by the CPU.
  • the instructions may not be directly executable by the CPU, and may instead be executed by an interpreter that interprets the instructions.
  • hardwired circuitry may be used in place of, or in combination with, software instructions to implement the present invention.
  • the present invention is not limited to any specific combination of hardware circuitry and software, nor to any particular source for the instructions executed by the server or client computers.
  • the client and server functionality may be implemented on a single computer platform.
  • aspects of the present invention can be used in a distributed electronic commerce application that includes a client/server network system that links one or more server computers to one or more client computers, as well as server computers to other server computers and client computers to other client computers.
  • the client and server computers may be implemented as desktop personal computers, workstation computers, mobile computers, portable computing devices, personal digital assistant (PDA) devices, cellular telephones, game playing devices, digital audio or video playback devices, or any other similar type of computing device.
  • PDA personal digital assistant
  • cellular telephones game playing devices
  • digital audio or video playback devices or any other similar type of computing device.
  • the terms “computer network” and “online” may be used interchangeably and do not imply a particular network embodiment or topography.
  • any type of network e.g., LAN, WAN, or Internet
  • any type of network e.g., LAN, WAN, or Internet
  • FIG. 1 illustrates an exemplary network system that includes distributed client/server computers for the administration and execution platform of an on-line, multi-player poker game, or similar game involving elements of both skill and chance.
  • system 100 one or more client computer users 102 and 104 access a game server computer 127 over a network 110 through a web server 125 .
  • Each client computer is typically operated by a single player, thus, as shown in FIG. 1 , client computer 102 is operated by “player 1 ” and client computer 104 is operated by “player 2 ”.
  • the game server 127 serves as the game platform by maintaining all game play for all tournaments and daily games that are accessed and played on the game server.
  • the game software can include one or more client modules that are executed on each of the client computers, as well as server modules that are executed on the game server computer. Alternatively, all necessary game program modules may be executed on the game server computer 127 with minimal processing executed on the client computers 102 and 104 .
  • a registration server 130 manages the tasks related to registering users and maintaining user accounts and registrations. If players maintain personalized home pages, the registration server manages the information relating to the individual players.
  • the player profiles, registration information, and all data relating to the games and tournaments is stored in a database 131 maintained by a database server 129 .
  • the database 131 may be stored in a separate memory device coupled to database server 129 , as shown, or it may be stored in memory resident within server 129 or any other server.
  • the various server computers 125 , 127 , 129 , and 130 that comprise the game platform are functionally interfaced to one another over bi-directional links, as shown in FIG. 1 .
  • Each server computer can be a separate networked computer, as shown.
  • one or more of the server functions performed by servers 125 , 127 , 129 , and 130 can be embodied within a single server computer.
  • the web server, registration, and database management functions can be integrated within the same server computer that executes the game server program modules, or they can be provided by one or more separate server computers coupled to the game server computer.
  • each client computer 102 and 104 typically accesses the network through one or more Internet Service Providers (ISP) 107 and execute resident web browser programs 112 and 114 to display web content through web pages.
  • ISP Internet Service Providers
  • the web browser program for each client computer is implemented using Microsoft® Internet ExplorerTM browser software, but other similar web browsers may also be used.
  • network 110 couples the client computers 102 and 104 to game server computer 127 , which can execute a web server process locally or through a separate web server 125 that serves web content in the form of web pages to the client computers.
  • the game programs are executed on the game server computer 127 and each player accesses the game program through interface modules executed on their respective client computers 102 and 104 .
  • portions of the game programs may also be provided in client side software routines that are executed directly on the client computers.
  • players register to participate in tournament rounds or single games of games such as poker, other card games, or similar casino games that involve both skill and chance.
  • customers register with the game administrator by providing user identification information and paying a registration or subscription fee to access the game site maintained by the game server.
  • the system functions in a peer to peer mode that relies on the computing power of the participants computers rather than an administrative servers. This will enable them to participate in both regular tournaments that occur during their registration period as well as in regular “ring” games that may be held throughout the period.
  • Tournament winners will be determined through an elimination process based on their play.
  • Tournament winners and runner-ups will receive rewards, such as cash prizes based on their performance.
  • non-subscribing or non-registered members will have the ability to participate in tournaments or ring games by utilizing an alternative method of entry (AMOE).
  • AMOE alternative method of entry
  • This alternative method of entry may require the submission of identifying information, but will require no consideration, such as the payment of a registration fee or game entry fee to participate.
  • FIG. 2 is a flowchart that illustrates the steps of implementing an on-line game site, according to one embodiment of the present invention.
  • the process illustrated in FIG. 2 represents an embodiment in which the user client computers access the registration and game server computers over the Internet through a web-based interface.
  • the player accesses the website hosted by the game server.
  • the game server In general, only registered players are allowed to participate in tournament or game play, thus in step 204 it is determined whether the player is registered with the game site. In the event that the player is not already a member player, he or she will need to go through a registration process executed on the registration server, step 206 .
  • the registration process generally includes obtaining all relevant personal information from the user (name, address, etc.) as well as credit card information, age verification, postal address verification, e-mail address verification, and screen name information (for further use of the site). This registration step 206 also generally requires the payment of a subscription fee.
  • a player who has paid the registration or subscription fee is referred to as a “subscription player.”
  • a player who has registered with the game site without paying, such as through an AMOE, step 220 is generally referred to as a “non-subscription” player.
  • Both subscription and non-subscription players are required to provide personal or identifying information with the game server and may then be considered “member” players.
  • the client side version of the game software may consist of actual programming code that is designed to work with the server side modules executed on the game server, or it may consist simply of validation or access modules that allow the client computer to access the game server.
  • the client side software is made available for download to each client computer from the game server.
  • the download page served by the game server includes instructions on how to download and install the software on the client computer.
  • a player Once a player has registered or subscribed with the game server, he or she is eligible to participate in any of the ring games or tournaments that are held during the valid registration period. Each player must then register for the individual games or tournaments that he or she wishes to participate in, step 209 . Once a player registers for a game or tournament, the player logs in to the game server to play that game, step 210 . If, in step 204 it is determined that the player is already a subscribed member, the player skips the game server registration page and proceeds to the game/tournament registration step 209 and logs in through the login page to gain access to the game server, step 210 . If the player is a new player who has just registered, he or she will also need to log in to the system in order to access the game software.
  • the game server determines the games that the user is eligible to play and displays the selection to the user.
  • the games can be strict games of chance (e.g., as lottery games, lottery games, craps, roulette, keno, bingo, slot machines, horse races, etc), games of skill (e.g., chess, checkers, scrabble, jeopardy, trivial pursuit, backgammon, etc.), or games that mix elements of skill and chance, such as poker.
  • the eligibility of each individual user to play a game can depend on a number of different factors, such as user preferences, game playing history, and so on.
  • the user selects a game from the displayed menu, step 214 , and the game server manages the game and/or tournament play for the user, step 216 .
  • This typically involves causing the display of a virtual game room on each participating client computer, and automatically applying the rules of the game for the participating players.
  • the appropriate prizes are distributed to the qualifying winners, step 218 .
  • the prizes are distributed in the form of immediately negotiable or redeemable instruments, such as cash or cash-equivalent notes, or prizes that have immediate value.
  • the registration fee is a periodic fee that is paid on a recurring basis and establishes a registration period. In another embodiment, the fee is a fee that is paid on a per game or per tournament basis.
  • the registration process enables a player to participate in both regular game tournaments that occur during the registration period, as well as in regular “ring” games held throughout the period.
  • registered players or “subscribers” will pay a fee per period, such as $19.95 per month, which will give them unlimited ability to play in daily, weekly, and monthly online game tournaments (as well as ongoing “ring” play) that are hosted by the system.
  • Registration terms can be flexible and provide incentives for commitment to longer periods. For example, discounted pricing can be offered to subscribers who are willing to commit to a fixed term contract.
  • Various different pricing packages can be offered, such as a per month payment (e.g., $19.95) with no monthly commitment, or a lower monthly payment for a longer commitment (e.g., $15.95 per month for a 6 month commitment or $12.95 per month for a 12 month commitment).
  • subscribers register with the game site through the website maintained by the game administrator.
  • Payment options can include credit cards, checks, electronic funds transfer or debit cards, or other valid methods of payment. Subscribers will be required to provide information for age verification (only players who are 18 years and over will be permitted to play), a valid e-mail address, a valid mailing address, and an agreement to abide by the stated terms and conditions of the game administrator and/or website administrator(s).
  • the payment of funds may be made directly between the players' computers. This allows the transfer of funds between players.
  • other secure fund transactions may take place between the players through a payment service such as Pay Pal or an administrative server.
  • the principal model for player participation in the games hosted by the game site is through the registration process in which each player establishes an account and typically pays a registration fee to maintain this account.
  • the system also allows non-registered users to participate in a game or tournament through an alternative method of entry, step 220 .
  • the AMOE player enters the system as a non-registered player by providing suitable identifying information and complying with certain restrictions regarding their participation, and then logs in and downloads the game software in the same manner as a registered player.
  • the system initially checks to see whether the AMOE player is already a member in step 204 , and then the process proceeds through the game registration and game hosting steps 206 - 218 , as shown.
  • AMOE customers will be required to download an AMOE form from the game administrator website, which they must fill in and mail to the company in an appropriate envelope.
  • the AMOE form will require the customer to provide their name, a valid mailing address, a valid e-mail address, a valid credit card (for age verification) and a listing of the games or tournament they wish to participate in, as well as any other required information.
  • Each tournament or individual ring game entry will require a separate entry form for each AMOE customer to be submitted, and only one AMOE entry is allowed per person per game or tournament.
  • AMOE customers are treated with equal dignity in that they are given an equal chance to win a particular game or tournament and are treated the same as registered players during each game.
  • the game server 127 hosts a number of different on-line games during the registration periods for subscribing and AMOE players. These games can include a wide variety of card games, such as poker, as well as on-line versions of non-card games that involve both skill and chance, such as backgammon, mahjong, and so on. In general, the games hosted by the server are games that require active player participation and decision making processes during the course of game play. This excludes games or betting systems in which play and game outcome are automatically determined through the computer software, or through predetermined playing commands or rules.
  • the game server will host a number of different on-line poker games, such as Texas Hold'em, 7-card stud, and Omaha. Many other popular types of poker games, non-poker card games (such as 21, baccarat, or hearts), and even non-card games can also be hosted. It should be noted that certain jurisdictions in the United States consider poker a game of skill, while others consider it a game of chance. For purposes of this disclosure, poker is assumed encompass a class of card games that combine elements of skill and chance.
  • Ring games are ongoing games that participants can join at any time, similar to those offered in an actual casino.
  • players can enter a website that displays a virtual lobby, they then “sit” down at the table of their choice and play against other networked players for play chips.
  • participants can register for a set number (e.g., 1000) of play chips to be used in ring games.
  • a set period such as every week, cash prizes will be awarded to the ring game players with the most play chips. Prize pools are established for ring game winners.
  • an initial weekly prize pool for ring games can be set at a certain amount (e.g., $4500) which will be shared equally among a set number (e.g., 300) of winning players. Winners will have the option of receiving a cash prize (paid as a check or account payment, such as Paypal® or bank transfer) or applying their winnings to future months subscription fees. Other prizes, such as objects that have immediate value, can also be awarded to the winners.
  • a cash prize paid as a check or account payment, such as Paypal® or bank transfer
  • Other prizes such as objects that have immediate value, can also be awarded to the winners.
  • Tournament play entails a fixed number of players competing for prizes in a fixed period of time.
  • Tournaments can be held on a daily, weekly and monthly basis with various different initial prize pools based on the tournament duration.
  • prize pools can be for daily, weekly, and monthly tournaments, and can be set at $750, $5000, and $25,000 respectively.
  • tournament play comprising a series of games
  • certain restrictions may be imposed to facilitate game administration.
  • participants may be required to register for tournaments by filling out an online form within a preset time frame (e.g., two to five days) before the start of the tournament.
  • Tournaments can also be capped in terms of a maximum number of participants based on a “first come first served” basis.
  • tournament winners will be determined through an elimination process based on their play.
  • the criteria for winning generally depend on the rules and mechanics of the game being played. Entry to each game, game round, or tournament is provided in the form of game tokens or chips, similar to that of a real casino game.
  • each tournament participant will receive the same number of starting chips or tokens at the beginning of each tournament, and players will play until one player has accumulated all of the chips.
  • Tournament duration will be controlled through a combination of continually increasing minimum ante amounts as well as time-based elimination and cuts.
  • Players will be eliminated when they have lost all of their chips.
  • Players may also be eliminated as part of a time-based “cut.” This mechanism functions like a golf tournament, in which the bottom performing players are eliminated part-way through the tournament based on their score.
  • a participating player in either a ring game or tournament will be “given” a number of tokens (or chips). These chips allow the player to participate in the game and use the chips as betting tokens for the jackpot established for each game or hand.
  • the chips are not related to the subscription fee or AMOE mechanism, and each player receives the same number of chips per game.
  • the number of chips assigned to each player, or currently owned by each player during play of the game is displayed along with the player icon in the virtual game room.
  • the number of chips owned by a player at any time is stored in the database 131 and may be accessed through a user profile page served by the game server.
  • Certain games hosted by the game server may not require the use of chips or tokens as the means of establishing a pot.
  • Such games may use a point system (e.g., hearts) to establish a winner.
  • a point system e.g., hearts
  • each participating player is assigned an initial number of points.
  • points are accumulated or deducted from each players total until a winner is determined.
  • tournament winners and runner-ups will receive prizes based on their performance.
  • the prizes will comprise cash, cash-equivalent payments, or prizes that have immediate intrinsic value.
  • Each participant in a tournament will have a ranking based on past performance in tournaments.
  • Various different ranking schemes can be used. For example, a common ranking scheme will assign three ranks—gold, silver, and bronze (this nomenclature is for illustrative purposes only).
  • a common ranking scheme will assign three ranks—gold, silver, and bronze (this nomenclature is for illustrative purposes only).
  • a bronze ranking In the first tournament for a player, he or she will be given a bronze ranking by default. As the player progresses through series of tournaments, his or her ranking will improve depending upon results, until the player reaches gold, which is the highest ranking.
  • FIG. 3 is a table that lists an illustrative prize pool for a hypothetical monthly tournament. Table 300 lists the various categories of winners, the number of winners per category, the prizes per winning category and the total cost of the prize distributions. Daily and weekly tournaments can follow similar distributions, with overall top players as well as top players within a ranking category winning prizes.
  • the prize distribution scheme shown in FIG. 3 is intended to serve only as an example. Many different type of prize pools can be established depending upon the organization of the game system. The prize pools can be funded through a variety of different funding sources. For example, the registration fees paid by the member players can go toward funding the prizes, as can advertising revenue from advertisers who sponsor the game site or display ad messages on the web pages hosted by the game server.
  • a prize pool provides a mechanism that prevents participating players from wagering their own money in the game. Risk for each player is eliminated, as a player can enter none or many games during their membership period, or through an AMOE for each game. Payment of the registration fee or entry through the AMOE route provides the player with the ability to register for a certain number of “chips” or tokens that the player uses to wager in the games. These chips to do not represent a player's own cash, and it is generally not possible for a player to amass more chips for a tournament by paying more registration fees for the period. Each player in a tournament receives the same number of starting chips.
  • the interface between the game server computer and the user client computers is implemented through web-based Internet connections.
  • the game server 127 hosts a game site through one or more web pages accessible through a web server 125 .
  • Client side portions of the game software are downloaded and executed on the client computers 102 and 104 , and the users access the game site web pages through local web browser programs 112 and 114 .
  • FIG. 4 illustrates a screen display for a login page, according to one embodiment of the present invention.
  • the login page 400 includes user input fields 402 that allow a user to enter his or her identifier (e.g., e-mail address) and password. New players can register and create their user account by using command 404 .
  • identifier e.g., e-mail address
  • the player selects command 404 in the login screen 400 .
  • This causes the display of an account creation screen, such as that illustrated in FIG. 5 .
  • the account creation screen contains several user input fields for the entry of user information.
  • the user enters his or her identifying information in the “Player Details” area 502 .
  • This information includes specific information relating to the user, such as name, address, phone, and other similar items of information.
  • the user also enters information relating to the created account in the “Login Information” section 504 . This information identifies the user within the registration server 130 .
  • the non-paying AMOE members are given at least the same number of chips as registered paying members.
  • the AMOE members are given the same number of starting chips as registered players, but in some instances an AMOE member may be given one or more chips greater than the registered players. In either case, each AMOE member is only allowed one AMOE entry per tournament.
  • FIG. 6 is an illustration of an exemplary main page, referred to as the “main lobby” of the game server web site.
  • Web page 600 is the page that everyone will reach if they access the website of the game server. This page contains a description of the game site and links to further description of various aspects of the game system and individual games in much greater detail for new users.
  • the main lobby web page contains features such as personal tournament history, daily game ranking, lists of winners, lists of future tournaments available, tournaments already registered for, and so on.
  • FIG. 6 is an illustration of an exemplary main page, referred to as the “main lobby” of the game server web site.
  • Web page 600 is the page that everyone will reach if they access the website of the game server. This page contains a description of the game site and links to further description of various aspects of the game system and individual games in much greater detail for new users.
  • the main lobby web page contains features such as personal tournament history, daily game ranking, lists of winners, lists of future tournaments available, tournaments already registered for, and so on.
  • web page 600 includes a download command button 602 that allows the user to download the client side programs for the game software, a tournament section 604 that allows access to pages describing or providing access to current tournaments, and an online game section 606 that provides access to individual games or ring games, as well as a description and list of rules for each of the possible games that are supported on the game site.
  • the download page 700 has a display area 702 that allows a user to download the software, and conduct other registration business, such as open an account or make a payment.
  • the download and install section 704 provides instructions and commands to actually download and install the client side programs on the user's client computer.
  • a link section 706 provides access to other areas of the game site, such as an events listing, monthly promotions, news, and so on.
  • the main lobby screen of FIG. 6 displays or provides links to a display area that shows a listing of all the games currently running. Each player, once logged in, will be able to choose from all games they are eligible to play. Once a player selects a game to be played, he or she enters a virtual game room (assuming there are still seats available) and is able to “sit” at a table and play the selected game.
  • FIG. 8 illustrates an exemplary game room hosted on the game server, according to one embodiment of the present invention.
  • the game room illustrated in web page 800 shows a poker room where the actual games and tournaments are played for a particular game of poker.
  • the main table 802 serves as the region around which the players and dealer are seated. Each participating player is represented as a labeled seat icon or other similar avatar. The cards will be dealt in the middle of the table and all bets will be calculated by the game software.
  • various game mechanics are managed by the game software, such as the current size of the pot and bet status, as well as any necessary timers limiting the period of time allowed for each player to check, raise, call or fold on a hand.
  • Particular events in a game are recorded and displayed in a display area 804 .
  • Other display areas, such as advertising displays 806 can also be provided.
  • Option buttons, such as command button 808 provide navigation access to other pages within the game site.
  • the inventive system has a peer to peer mode in which users can play the described games having elements of chance, skill or combinations of chance and skill.
  • the players download the required software as described above. Once the software is downloaded, each player can contact other players to engage in private peer to peer games that are not hosted by an administrative server.
  • the fees for subscriptions may be paid on a per token basis. If the player runs out of tokens he or she may need to contact the administrative server. Similarly, a player may be able to convert tokens won into prizes having a present or future value such as cash or entry into future games or tournaments by contacting the administrative server.
  • each token may have identification information.
  • the tokens may have a tracking scheme which may indicate who purchased the token, when the token was purchased, when the token was given to another player and when the token was converted into a prize, etc.
  • each token may be given a unique serial number that can be tracked.
  • Various other token tracking schemes are contemplated. A player that is caught using fraudulent tokens may be banned from future play.
  • the above-described system and method provides a platform for players to enter an online poker tournament or similar computerized game rounds and compete against one another to win actual cash or cash equivalent prizes.
  • Players register with the game administrator and pay a periodic fee in exchange for free access to the games or tournaments that are hosted for the appropriate registration period.
  • the provision for alternative methods of entry allows non-paying members access to the game.

Abstract

A computer networked, multi-user game system utilizing subscription based membership and alternative methods of entry, as well as the award of prizes of immediate value to the winner is described. A game tournament is played on client computers operated by participating players. The games offered are games that involve elements of both skill and/or chance and require active player participation and decision making. A subscription-based membership is established for each player by charging a fee for a pre-determined membership time period. An alternative method of entry is provided to allow non-subscription players to participate in the tournament without payment of the fee. The non-subscribing players receive equal access to the games and at least the same chance of winning as the subscribing players, but are limited to a single entry per game or tournament. At least one game or tournament is played within the period, and players are potentially eliminated until a winning player and any runner-up players are determined. A prize pool is disbursed to the winning players in the form of cash, cash-equivalent notes, or prizes that have an immediate or future value.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation in part of U.S. patent application Ser. No. 11/026,783, Computer Networked Game System Utilizing Subscription Based Membership And Alternative Methods Of Entry, filed Dec. 30, 2004, now U.S. Pat. No. 7,094,154.
  • FIELD OF THE INVENTION
  • The present invention relates generally to computerized game systems, and more specifically, to a networked system that supports multi-user game play on a game server computer from a plurality of client computers.
  • BACKGROUND OF THE INVENTION
  • The popularity of casino games, and particularly poker, has increased dramatically in the United States within the past several years. The proliferation of casinos and the increased exposure of television programs featuring poker and similar card games has given rise to a significant gaming industry. In the U.S. alone, it is estimated that 50-80 million people play poker regularly. The advent of secure network communications and efficient client/server computer applications has led to the viability of on-line platforms for hosting poker tournaments and similar games. Indeed, some estimates place the online poker market alone to consist of 20-40 million regular players. Significantly, this market is growing rapidly, having approximately tripled in the last year alone to $1.2 to $1.5 billion in annual revenue.
  • Despite the growing industry potential for online game sites, U.S. gaming laws generally prohibit the operation of gaming sites that provide a platform for gambling, as defined by the elements of consideration, chance, and prize awards. Due to these restrictive gaming laws, many online game and casino web sites are operated overseas. Although many online computer sites presently exist that allow players to participate in various types of games, these sites typically feature disadvantages that present potential legal issues or undue risk to participating players, or do not offer the possibility of a significant prize winning potential.
  • Online poker sites that allow players to wager their own money mimic actual casino card rooms. However, such sites must operate overseas to skirt U.S. laws, and thus present a high risk to U.S. players. Legal game sites include sites that allow players to compete in skill based games. These types of games, however, typically appeal to only a narrow group of players and not casual players seeking to win money or prizes through simple games involving both skill and chance. Play for fun sites are generally legal sites that focus on casino players who want to play without risking any money. Since no prize money is awarded to winners, such sites are not considered gambling sites. However, their appeal is limited since players are only allowed to play for fin without the chance of winning a prize.
  • The online poker, or similar game, industry is thus suffering from a lack of sites that provide players with a legal forum for participating in online game tournaments with no financial risk and no legal risk, while providing true competition and the opportunity to win meaningful prizes.
  • It is thus desirable to provide a legal, subscription-based online game system located in the United States that offers the possibility for players to win significant cash or cash equivalent prizes with no risk.
  • SUMMARY OF THE INVENTION
  • A computer networked, multi-user game system utilizing subscription based membership and alternative methods of entry, as well as the award of prizes of immediate value to the winner is described. In an embodiment a game or a tournament is hosted by a game server computer coupled to one or more client computers operated by participating players. The game hosted by the game server is typically a game that has elements of both skill and chance, and requires active player participation and decision making such as: poker, blackjack, etc. Alternatively, the game may be mostly chance such as: lottery games, craps, roulette, keno, bingo, slot machines, horse races, etc. A subscription-based membership is established for each player by charging each player a fee for a pre-determined membership time period. Each player selects a game or tournament to be played against other players over the computer network and registers to play that game or tournament. A number of tokens are distributed to each member player participating in the online game or tournament for betting in the game or tournament. For games that do not require token or chip based betting, registration allows entry to the game. An alternative method of entry is provided to allow non-subscription players to participate in the online game or tournament without payment of the subscription fee. Non-subscribing players are only allowed a single entry per game or tournament. For token-based games, non-subscribing players receive at least as many starting tokens as the subscribing players for betting in the game or tournament. The game server hosts at least one game or tournament during the membership time period, the online game or tournament consisting of at least one game round, with each game round potentially eliminating one or more participant players until a winning player and one or more runner-up players are determined. After completion of the game or tournament, the prize pool is disbursed to the winning player and any eligible runner-up players in the form of cash, cash-equivalent notes, or prizes that have inherent and immediate value.
  • Other objects, features, and advantages of the present invention will be apparent from the accompanying drawings and from the detailed description that follows below.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The present invention is illustrated by way of example and not limitation in the figures of the accompanying drawings, in which like references indicate similar elements, and in which:
  • FIG. 1 illustrates a network for implementing an online game accessible to a number of client/server coupled users, according to one embodiment of the present invention;
  • FIG. 2 is a flowchart that illustrates the general steps of administering an online game system, according to one embodiment of the present invention;
  • FIG. 3 is a table that lists an illustrative prize pool for a hypothetical monthly tournament;
  • FIG. 4 illustrates a screen display for a login page of a registration server computer, according to one embodiment of the present invention;
  • FIG. 5 illustrates a screen display for a player registration and account creation screen, according to one embodiment of the present invention;
  • FIG. 6 is an illustration of a main web page of a game server web site, according to one embodiment of the present invention;
  • FIG. 7 illustrates a download software web page, according to one embodiment of the present invention; and
  • FIG. 8 illustrates an exemplary game room hosted on a game server, according to one embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • A computer networked, subscription-based multi-player game system for games involving elements of both skill and chance is described. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of the present invention. It will be evident, however, to one of ordinary skill in the art, that the present invention may be practiced without these specific details. In other instances, well-known structures and devices are shown in block diagram form to facilitate explanation. The description of preferred embodiments is not intended to limit the scope of the claims appended hereto.
  • Aspects of the present invention may be implemented on one or more computers executing software instructions. According to one embodiment of the present invention, server and client computer systems transmit and receive data over a computer network or a fiber or copper-based telecommunications network. The steps of accessing, downloading, and manipulating the data, as well as other aspects of the present invention are implemented by central processing units (CPU) in the server and client computers executing sequences of instructions stored in a memory. The memory may be a random access memory (RAM), read-only memory (ROM), a persistent store, such as a mass storage device, or any combination of these devices. Execution of the sequences of instructions causes the CPU to perform steps according to embodiments of the present invention.
  • The instructions may be loaded into the memory of the server or client computers from a storage device or from one or more other computer systems over a network connection. For example, a client computer may transmit a sequence of instructions to the server computer in response to a message transmitted to the client over a network by the server. As the server receives the instructions over the network connection, it stores the instructions in memory. The server may store the instructions for later execution, or it may execute the instructions as they arrive over the network connection. In some cases, the downloaded instructions may be directly supported by the CPU. In other cases, the instructions may not be directly executable by the CPU, and may instead be executed by an interpreter that interprets the instructions. In other embodiments, hardwired circuitry may be used in place of, or in combination with, software instructions to implement the present invention. Thus, the present invention is not limited to any specific combination of hardware circuitry and software, nor to any particular source for the instructions executed by the server or client computers. In some instances, the client and server functionality may be implemented on a single computer platform.
  • Aspects of the present invention can be used in a distributed electronic commerce application that includes a client/server network system that links one or more server computers to one or more client computers, as well as server computers to other server computers and client computers to other client computers. The client and server computers may be implemented as desktop personal computers, workstation computers, mobile computers, portable computing devices, personal digital assistant (PDA) devices, cellular telephones, game playing devices, digital audio or video playback devices, or any other similar type of computing device. For purposes of the following description, the terms “computer network” and “online” may be used interchangeably and do not imply a particular network embodiment or topography. In general, any type of network (e.g., LAN, WAN, or Internet) may be used to implement the online or computer networked implementation of the game software.
  • FIG. 1 illustrates an exemplary network system that includes distributed client/server computers for the administration and execution platform of an on-line, multi-player poker game, or similar game involving elements of both skill and chance. In system 100 one or more client computer users 102 and 104 access a game server computer 127 over a network 110 through a web server 125. Each client computer is typically operated by a single player, thus, as shown in FIG. 1, client computer 102 is operated by “player 1” and client computer 104 is operated by “player 2”. The game server 127 serves as the game platform by maintaining all game play for all tournaments and daily games that are accessed and played on the game server. The game software can include one or more client modules that are executed on each of the client computers, as well as server modules that are executed on the game server computer. Alternatively, all necessary game program modules may be executed on the game server computer 127 with minimal processing executed on the client computers 102 and 104.
  • In one embodiment of the present invention, all players must be registered (subscribed) with the game server in order to participate in games hosted by the game server 127. A registration server 130 manages the tasks related to registering users and maintaining user accounts and registrations. If players maintain personalized home pages, the registration server manages the information relating to the individual players. The player profiles, registration information, and all data relating to the games and tournaments is stored in a database 131 maintained by a database server 129. The database 131 may be stored in a separate memory device coupled to database server 129, as shown, or it may be stored in memory resident within server 129 or any other server.
  • The various server computers 125, 127, 129, and 130 that comprise the game platform are functionally interfaced to one another over bi-directional links, as shown in FIG. 1. Each server computer can be a separate networked computer, as shown. Alternatively, one or more of the server functions performed by servers 125, 127, 129, and 130 can be embodied within a single server computer. Thus, the web server, registration, and database management functions can be integrated within the same server computer that executes the game server program modules, or they can be provided by one or more separate server computers coupled to the game server computer.
  • For a network embodiment in which the client and server computers communicate over the World Wide Web portion of the Internet, each client computer 102 and 104 typically accesses the network through one or more Internet Service Providers (ISP) 107 and execute resident web browser programs 112 and 114 to display web content through web pages. In one embodiment, the web browser program for each client computer is implemented using Microsoft® Internet Explorer™ browser software, but other similar web browsers may also be used. Thus, as shown, network 110 couples the client computers 102 and 104 to game server computer 127, which can execute a web server process locally or through a separate web server 125 that serves web content in the form of web pages to the client computers.
  • The game programs are executed on the game server computer 127 and each player accesses the game program through interface modules executed on their respective client computers 102 and 104. Depending upon the implementation of the game playing software, portions of the game programs may also be provided in client side software routines that are executed directly on the client computers.
  • In the disclosed online, multiplayer game system, players register to participate in tournament rounds or single games of games such as poker, other card games, or similar casino games that involve both skill and chance. In one embodiment, customers register with the game administrator by providing user identification information and paying a registration or subscription fee to access the game site maintained by the game server. In other embodiments the system functions in a peer to peer mode that relies on the computing power of the participants computers rather than an administrative servers. This will enable them to participate in both regular tournaments that occur during their registration period as well as in regular “ring” games that may be held throughout the period. Tournament winners will be determined through an elimination process based on their play. Tournament winners and runner-ups will receive rewards, such as cash prizes based on their performance. In one embodiment of the present invention, non-subscribing or non-registered members will have the ability to participate in tournaments or ring games by utilizing an alternative method of entry (AMOE). This alternative method of entry may require the submission of identifying information, but will require no consideration, such as the payment of a registration fee or game entry fee to participate.
  • FIG. 2 is a flowchart that illustrates the steps of implementing an on-line game site, according to one embodiment of the present invention. The process illustrated in FIG. 2 represents an embodiment in which the user client computers access the registration and game server computers over the Internet through a web-based interface. In step 202, the player accesses the website hosted by the game server. In general, only registered players are allowed to participate in tournament or game play, thus in step 204 it is determined whether the player is registered with the game site. In the event that the player is not already a member player, he or she will need to go through a registration process executed on the registration server, step 206. The registration process generally includes obtaining all relevant personal information from the user (name, address, etc.) as well as credit card information, age verification, postal address verification, e-mail address verification, and screen name information (for further use of the site). This registration step 206 also generally requires the payment of a subscription fee.
  • In general, a player who has paid the registration or subscription fee is referred to as a “subscription player.” A player who has registered with the game site without paying, such as through an AMOE, step 220, is generally referred to as a “non-subscription” player. Both subscription and non-subscription players are required to provide personal or identifying information with the game server and may then be considered “member” players.
  • After a user registers by subscribing with the game server, the new user will need to download the game client portion of the software in order to be able to play on the game site, step 208. The client side version of the game software may consist of actual programming code that is designed to work with the server side modules executed on the game server, or it may consist simply of validation or access modules that allow the client computer to access the game server. The client side software is made available for download to each client computer from the game server. The download page served by the game server includes instructions on how to download and install the software on the client computer.
  • Once a player has registered or subscribed with the game server, he or she is eligible to participate in any of the ring games or tournaments that are held during the valid registration period. Each player must then register for the individual games or tournaments that he or she wishes to participate in, step 209. Once a player registers for a game or tournament, the player logs in to the game server to play that game, step 210. If, in step 204 it is determined that the player is already a subscribed member, the player skips the game server registration page and proceeds to the game/tournament registration step 209 and logs in through the login page to gain access to the game server, step 210. If the player is a new player who has just registered, he or she will also need to log in to the system in order to access the game software.
  • In step 212, the game server determines the games that the user is eligible to play and displays the selection to the user. A wide variety of different online games can be made available. The games can be strict games of chance (e.g., as lottery games, lottery games, craps, roulette, keno, bingo, slot machines, horse races, etc), games of skill (e.g., chess, checkers, scrabble, jeopardy, trivial pursuit, backgammon, etc.), or games that mix elements of skill and chance, such as poker. The eligibility of each individual user to play a game can depend on a number of different factors, such as user preferences, game playing history, and so on. The user selects a game from the displayed menu, step 214, and the game server manages the game and/or tournament play for the user, step 216. This typically involves causing the display of a virtual game room on each participating client computer, and automatically applying the rules of the game for the participating players. After a game or tournament is concluded, the appropriate prizes are distributed to the qualifying winners, step 218. In one embodiment, the prizes are distributed in the form of immediately negotiable or redeemable instruments, such as cash or cash-equivalent notes, or prizes that have immediate value.
  • In general, players participating in games or tournaments hosted by the game server will pay a registration fee to have access to the game server website. In one embodiment, the registration fee is a periodic fee that is paid on a recurring basis and establishes a registration period. In another embodiment, the fee is a fee that is paid on a per game or per tournament basis. The registration process enables a player to participate in both regular game tournaments that occur during the registration period, as well as in regular “ring” games held throughout the period.
  • In a typical implementation, registered players or “subscribers” will pay a fee per period, such as $19.95 per month, which will give them unlimited ability to play in daily, weekly, and monthly online game tournaments (as well as ongoing “ring” play) that are hosted by the system. Registration terms can be flexible and provide incentives for commitment to longer periods. For example, discounted pricing can be offered to subscribers who are willing to commit to a fixed term contract. Various different pricing packages can be offered, such as a per month payment (e.g., $19.95) with no monthly commitment, or a lower monthly payment for a longer commitment (e.g., $15.95 per month for a 6 month commitment or $12.95 per month for a 12 month commitment).
  • In one embodiment, subscribers register with the game site through the website maintained by the game administrator. Payment options can include credit cards, checks, electronic funds transfer or debit cards, or other valid methods of payment. Subscribers will be required to provide information for age verification (only players who are 18 years and over will be permitted to play), a valid e-mail address, a valid mailing address, and an agreement to abide by the stated terms and conditions of the game administrator and/or website administrator(s). In a peer to peer embodiment, the payment of funds may be made directly between the players' computers. This allows the transfer of funds between players. In alternative embodiments, other secure fund transactions may take place between the players through a payment service such as Pay Pal or an administrative server.
  • As illustrated in FIG. 2, the principal model for player participation in the games hosted by the game site is through the registration process in which each player establishes an account and typically pays a registration fee to maintain this account. The system also allows non-registered users to participate in a game or tournament through an alternative method of entry, step 220. The AMOE player enters the system as a non-registered player by providing suitable identifying information and complying with certain restrictions regarding their participation, and then logs in and downloads the game software in the same manner as a registered player. The system initially checks to see whether the AMOE player is already a member in step 204, and then the process proceeds through the game registration and game hosting steps 206-218, as shown.
  • In one embodiment, AMOE customers will be required to download an AMOE form from the game administrator website, which they must fill in and mail to the company in an appropriate envelope. The AMOE form will require the customer to provide their name, a valid mailing address, a valid e-mail address, a valid credit card (for age verification) and a listing of the games or tournament they wish to participate in, as well as any other required information. Each tournament or individual ring game entry will require a separate entry form for each AMOE customer to be submitted, and only one AMOE entry is allowed per person per game or tournament. Certain restrictions, such as that forms must be received a certain number of business days prior to the start of a tournament to be valid, and that AMOE customers must register (without payment) to confirm their attendance at a tournament within a set number of hours before the start of the tournament, may also be imposed. During the game or tournament, AMOE customers are treated with equal dignity in that they are given an equal chance to win a particular game or tournament and are treated the same as registered players during each game.
  • The game server 127 hosts a number of different on-line games during the registration periods for subscribing and AMOE players. These games can include a wide variety of card games, such as poker, as well as on-line versions of non-card games that involve both skill and chance, such as backgammon, mahjong, and so on. In general, the games hosted by the server are games that require active player participation and decision making processes during the course of game play. This excludes games or betting systems in which play and game outcome are automatically determined through the computer software, or through predetermined playing commands or rules.
  • In a preferred embodiment, the game server will host a number of different on-line poker games, such as Texas Hold'em, 7-card stud, and Omaha. Many other popular types of poker games, non-poker card games (such as 21, baccarat, or hearts), and even non-card games can also be hosted. It should be noted that certain jurisdictions in the United States consider poker a game of skill, while others consider it a game of chance. For purposes of this disclosure, poker is assumed encompass a class of card games that combine elements of skill and chance.
  • In general, two types of play will be provided, i.e., “ring” game play, and tournament play. Ring games are ongoing games that participants can join at any time, similar to those offered in an actual casino. In the online embodiment, players can enter a website that displays a virtual lobby, they then “sit” down at the table of their choice and play against other networked players for play chips. Each day, participants can register for a set number (e.g., 1000) of play chips to be used in ring games. At the end of a set period, such as every week, cash prizes will be awarded to the ring game players with the most play chips. Prize pools are established for ring game winners. For example, an initial weekly prize pool for ring games can be set at a certain amount (e.g., $4500) which will be shared equally among a set number (e.g., 300) of winning players. Winners will have the option of receiving a cash prize (paid as a check or account payment, such as Paypal® or bank transfer) or applying their winnings to future months subscription fees. Other prizes, such as objects that have immediate value, can also be awarded to the winners.
  • Tournament play entails a fixed number of players competing for prizes in a fixed period of time. Tournaments can be held on a daily, weekly and monthly basis with various different initial prize pools based on the tournament duration. For example, prize pools can be for daily, weekly, and monthly tournaments, and can be set at $750, $5000, and $25,000 respectively.
  • For tournament play comprising a series of games, certain restrictions may be imposed to facilitate game administration. For example, participants may be required to register for tournaments by filling out an online form within a preset time frame (e.g., two to five days) before the start of the tournament. Tournaments can also be capped in terms of a maximum number of participants based on a “first come first served” basis.
  • In general, tournament winners will be determined through an elimination process based on their play. The criteria for winning generally depend on the rules and mechanics of the game being played. Entry to each game, game round, or tournament is provided in the form of game tokens or chips, similar to that of a real casino game. In one embodiment of the present invention, each tournament participant will receive the same number of starting chips or tokens at the beginning of each tournament, and players will play until one player has accumulated all of the chips. Tournament duration will be controlled through a combination of continually increasing minimum ante amounts as well as time-based elimination and cuts. Players will be eliminated when they have lost all of their chips. Players may also be eliminated as part of a time-based “cut.” This mechanism functions like a golf tournament, in which the bottom performing players are eliminated part-way through the tournament based on their score.
  • Upon registration for a game or tournament in step 209, a participating player in either a ring game or tournament will be “given” a number of tokens (or chips). These chips allow the player to participate in the game and use the chips as betting tokens for the jackpot established for each game or hand. The chips are not related to the subscription fee or AMOE mechanism, and each player receives the same number of chips per game. The number of chips assigned to each player, or currently owned by each player during play of the game is displayed along with the player icon in the virtual game room. The number of chips owned by a player at any time is stored in the database 131 and may be accessed through a user profile page served by the game server. Certain games hosted by the game server may not require the use of chips or tokens as the means of establishing a pot. Such games may use a point system (e.g., hearts) to establish a winner. For these games, each participating player is assigned an initial number of points. During game play, points are accumulated or deducted from each players total until a winner is determined.
  • In one embodiment of the present invention, tournament winners and runner-ups will receive prizes based on their performance. The prizes will comprise cash, cash-equivalent payments, or prizes that have immediate intrinsic value. Each participant in a tournament will have a ranking based on past performance in tournaments. Various different ranking schemes can be used. For example, a common ranking scheme will assign three ranks—gold, silver, and bronze (this nomenclature is for illustrative purposes only). In the first tournament for a player, he or she will be given a bronze ranking by default. As the player progresses through series of tournaments, his or her ranking will improve depending upon results, until the player reaches gold, which is the highest ranking.
  • Various different prize pools can be established and distributed. The prize pools can vary depending upon the type of game, length of tournament, number of players, size of the pot, and so on. FIG. 3 is a table that lists an illustrative prize pool for a hypothetical monthly tournament. Table 300 lists the various categories of winners, the number of winners per category, the prizes per winning category and the total cost of the prize distributions. Daily and weekly tournaments can follow similar distributions, with overall top players as well as top players within a ranking category winning prizes. The prize distribution scheme shown in FIG. 3 is intended to serve only as an example. Many different type of prize pools can be established depending upon the organization of the game system. The prize pools can be funded through a variety of different funding sources. For example, the registration fees paid by the member players can go toward funding the prizes, as can advertising revenue from advertisers who sponsor the game site or display ad messages on the web pages hosted by the game server.
  • The use of a prize pool provides a mechanism that prevents participating players from wagering their own money in the game. Risk for each player is eliminated, as a player can enter none or many games during their membership period, or through an AMOE for each game. Payment of the registration fee or entry through the AMOE route provides the player with the ability to register for a certain number of “chips” or tokens that the player uses to wager in the games. These chips to do not represent a player's own cash, and it is generally not possible for a player to amass more chips for a tournament by paying more registration fees for the period. Each player in a tournament receives the same number of starting chips.
  • In one embodiment of the present invention, as illustrated in FIG. 1, the interface between the game server computer and the user client computers is implemented through web-based Internet connections. The game server 127 hosts a game site through one or more web pages accessible through a web server 125. Client side portions of the game software are downloaded and executed on the client computers 102 and 104, and the users access the game site web pages through local web browser programs 112 and 114.
  • As illustrated in the flowchart of FIG. 2, players log into the game server prior to entering a game or tournament. FIG. 4 illustrates a screen display for a login page, according to one embodiment of the present invention. The login page 400 includes user input fields 402 that allow a user to enter his or her identifier (e.g., e-mail address) and password. New players can register and create their user account by using command 404.
  • If a player is a first time user who needs to register with the registration server, as shown in step 206 of FIG. 2, the player selects command 404 in the login screen 400. This causes the display of an account creation screen, such as that illustrated in FIG. 5. The account creation screen contains several user input fields for the entry of user information. The user enters his or her identifying information in the “Player Details” area 502. This information includes specific information relating to the user, such as name, address, phone, and other similar items of information. The user also enters information relating to the created account in the “Login Information” section 504. This information identifies the user within the registration server 130.
  • Users who have subscribed or entered a valid AMOE entry form can also access the website of the game server. For games or tournaments in which players are given a number of chips or tokens to bet, the non-paying AMOE members are given at least the same number of chips as registered paying members. In general, the AMOE members are given the same number of starting chips as registered players, but in some instances an AMOE member may be given one or more chips greater than the registered players. In either case, each AMOE member is only allowed one AMOE entry per tournament.
  • FIG. 6 is an illustration of an exemplary main page, referred to as the “main lobby” of the game server web site. Web page 600 is the page that everyone will reach if they access the website of the game server. This page contains a description of the game site and links to further description of various aspects of the game system and individual games in much greater detail for new users. For returning users, the main lobby web page contains features such as personal tournament history, daily game ranking, lists of winners, lists of future tournaments available, tournaments already registered for, and so on. For the exemplary main lobby web page illustrated in FIG. 6, web page 600 includes a download command button 602 that allows the user to download the client side programs for the game software, a tournament section 604 that allows access to pages describing or providing access to current tournaments, and an online game section 606 that provides access to individual games or ring games, as well as a description and list of rules for each of the possible games that are supported on the game site.
  • If the player selects the download game option, a download software web page, such as that illustrated in FIG. 7 is displayed. The download page 700 has a display area 702 that allows a user to download the software, and conduct other registration business, such as open an account or make a payment. The download and install section 704 provides instructions and commands to actually download and install the client side programs on the user's client computer. A link section 706 provides access to other areas of the game site, such as an events listing, monthly promotions, news, and so on.
  • The main lobby screen of FIG. 6 displays or provides links to a display area that shows a listing of all the games currently running. Each player, once logged in, will be able to choose from all games they are eligible to play. Once a player selects a game to be played, he or she enters a virtual game room (assuming there are still seats available) and is able to “sit” at a table and play the selected game.
  • FIG. 8 illustrates an exemplary game room hosted on the game server, according to one embodiment of the present invention. The game room illustrated in web page 800 shows a poker room where the actual games and tournaments are played for a particular game of poker. The main table 802 serves as the region around which the players and dealer are seated. Each participating player is represented as a labeled seat icon or other similar avatar. The cards will be dealt in the middle of the table and all bets will be calculated by the game software. Depending upon the game being played, various game mechanics are managed by the game software, such as the current size of the pot and bet status, as well as any necessary timers limiting the period of time allowed for each player to check, raise, call or fold on a hand. Particular events in a game are recorded and displayed in a display area 804. Other display areas, such as advertising displays 806 can also be provided. Option buttons, such as command button 808 provide navigation access to other pages within the game site.
  • In an embodiment, the inventive system has a peer to peer mode in which users can play the described games having elements of chance, skill or combinations of chance and skill. In this embodiment, the players download the required software as described above. Once the software is downloaded, each player can contact other players to engage in private peer to peer games that are not hosted by an administrative server. In the peer to peer embodiment, the fees for subscriptions may be paid on a per token basis. If the player runs out of tokens he or she may need to contact the administrative server. Similarly, a player may be able to convert tokens won into prizes having a present or future value such as cash or entry into future games or tournaments by contacting the administrative server.
  • A potential problem with tokens that are won and lost outside of a server controlled environment such as a peer to peer network is the potential for the use of fraudulent wagers or tokens. In order to verify the token's authenticity and prevent a player from using fraudulent tokens, each token may have identification information. For example, the tokens may have a tracking scheme which may indicate who purchased the token, when the token was purchased, when the token was given to another player and when the token was converted into a prize, etc. In other embodiments, each token may be given a unique serial number that can be tracked. Various other token tracking schemes are contemplated. A player that is caught using fraudulent tokens may be banned from future play.
  • The above-described system and method provides a platform for players to enter an online poker tournament or similar computerized game rounds and compete against one another to win actual cash or cash equivalent prizes. Players register with the game administrator and pay a periodic fee in exchange for free access to the games or tournaments that are hosted for the appropriate registration period. The provision for alternative methods of entry allows non-paying members access to the game.
  • Although specific programming languages and application programs have been cited for use in conjunction with embodiments of the present invention, it should be noted that variations known by those of ordinary skill in the art can be used instead of, or in combination with the specifically cited structures and methods.
  • In the foregoing, a system has been described for an online, multi-user game system utilizing subscription based membership and alternative methods of access. Although the present invention has been described with reference to specific exemplary embodiments, it will be evident that various modifications and changes may be made to these embodiments without departing from the broader spirit and scope of the invention as set forth in the claims. Accordingly, the specification and drawings are to be regarded in an illustrative rather than a restrictive sense.

Claims (20)

1. A computer-implemented method of allowing a plurality of players to play a game over a computer network, the method comprising the steps of:
establishing a subscription-based membership for each player of the plurality of players by charging each player a fee for a membership time period;
hosting at least one game tournament for subscription-based players for a game that has elements of chance during the membership time period, the tournament consisting of at least one game round, each game round potentially eliminating one or more participant players until a winning player and one or more runner-up players are determined, wherein each player is required to make playing choices throughout the game;
establishing a prize pool for the tournament;
allowing a non-subscription player to participate in the tournament without payment of the fee by submitting information relating to the non-subscription player prior to the hosting of the tournament; and
disbursing the prize pool to the winning player and any eligible runner-up players in the form of prizes that have value.
2. The method of claim 1 wherein the game tournament is managed by a game administrator operating a game server computer coupled to one or more client computers operated by the participating players.
3. The method of claim 2 wherein the computer network comprises the Internet.
4. The method of claim 1 wherein the game comprises a card game.
5. The method of claim 1 wherein the prize pool includes prizes having an immediate value or a potential future value.
6. The method of claim 1 wherein the prize pool includes an entry into a future game or tournament.
7. A computer-implemented method of allowing a plurality of players to play a game over a computer network, the method comprising the steps of:
establishing a subscription-based membership for each player of the plurality of players by charging each player a fee for a membership time period;
hosting at least one game tournament for subscription-based players for a game that has elements of chance during the membership time period, the tournament consisting of at least one game round, each game round potentially eliminating one or more participant players until a winning player and one or more runner-up players are determined, wherein each player is required to make playing choices throughout the game;
establishing a prize pool for the tournament;
distributing a fixed number of tokens to each player participating in the tournament for betting in the tournament, the fixed number not dependent upon any consideration provided by the player;
allowing to participate in the tournament without payment of the fee by submitting information relating to the non-subscription player prior to the hosting of the tournament;
distributing at least the same number of tokens to each non-subscription player participating in the tournament as each subscription player participating in the tournament, for betting in the tournament; and
disbursing the prize pool to the winning player and any eligible runner-up players in the form of prizes that have value.
8. The method of claim 7 wherein the game tournament is managed by a game administrator operating a game server computer coupled to one or more client computers operated by the participating players.
9. The method of claim 7 wherein the computer network comprises the Internet.
10. The method of claim 7 wherein the game is a card game.
11. The method of claim 10 wherein the card game comprises poker.
12. The method of claim 7 wherein the prize pool includes a future subscription.
13. The method of claim 7 wherein the prize pool includes an entry into a future tournament.
14. A computer-implemented method of allowing a plurality of players to play a game over a computer network, the method comprising the steps of:
establishing a membership for the plurality of players by charging each player a fee;
playing at least one game that has elements of chance for subscription-based players, the game consisting of eliminating one or more participant players until a winning player is determined, wherein each player is required to make playing choices throughout the game;
establishing a prize pool for the game;
allowing a non-membership player to participate in the game without payment of the fee by submitting information relating to the non-subscription player prior to the game; and
disbursing the prize pool to the winning player.
15. The method of claim 14 further comprising the step:
establishing a peer to peer network for the plurality of players without a host server computer.
16. The method of claim 14 further comprising the step of:
providing a server computer that is coupled to the computer network; wherein the server computer performs at least one of the following functions: organizing the game, organizing a tournament that includes a plurality of games or providing payment services for the fees, or disbursing the prize pool to the winning player.
17. The method of claim 14 wherein the game is a card game.
18. The method of claim 16 wherein the card game comprises poker.
19. The method of claim 14 wherein the prize pool includes a plurality of tokens.
20. The method of claim 14 wherein the prize pool includes a future subscription or an entry into a future tournament.
US11/507,795 2004-12-30 2006-08-22 Computer networked game system utilizing subscription based membership and alternative methods of entry Abandoned US20060281555A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US11/507,795 US20060281555A1 (en) 2004-12-30 2006-08-22 Computer networked game system utilizing subscription based membership and alternative methods of entry

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US11/026,783 US7094154B2 (en) 2004-12-30 2004-12-30 Computer networked game system utilizing subscription based membership and alternative methods of entry
US11/507,795 US20060281555A1 (en) 2004-12-30 2006-08-22 Computer networked game system utilizing subscription based membership and alternative methods of entry

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
US11/026,783 Continuation-In-Part US7094154B2 (en) 2004-12-30 2004-12-30 Computer networked game system utilizing subscription based membership and alternative methods of entry

Publications (1)

Publication Number Publication Date
US20060281555A1 true US20060281555A1 (en) 2006-12-14

Family

ID=36641278

Family Applications (2)

Application Number Title Priority Date Filing Date
US11/026,783 Expired - Fee Related US7094154B2 (en) 2004-12-30 2004-12-30 Computer networked game system utilizing subscription based membership and alternative methods of entry
US11/507,795 Abandoned US20060281555A1 (en) 2004-12-30 2006-08-22 Computer networked game system utilizing subscription based membership and alternative methods of entry

Family Applications Before (1)

Application Number Title Priority Date Filing Date
US11/026,783 Expired - Fee Related US7094154B2 (en) 2004-12-30 2004-12-30 Computer networked game system utilizing subscription based membership and alternative methods of entry

Country Status (2)

Country Link
US (2) US7094154B2 (en)
WO (1) WO2006073928A2 (en)

Cited By (19)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20090011825A1 (en) * 2007-05-03 2009-01-08 Global Vr Persistent Notification and Common Display of Shares in a Community Electronic Video Card Game
US20090124374A1 (en) * 2007-11-09 2009-05-14 Bally Gaming, Inc. License management system
US20090215527A1 (en) * 2008-02-27 2009-08-27 Wpt Enterprises, Inc. Tournament-style parimutuel wagering system
US20090240659A1 (en) * 2008-03-20 2009-09-24 Ganz, An Ontario Partnership Consisting Of 2121200 Ontario Inc. And 2121812 Ontario Inc. Social networking in a non-personalized environment
US20100019453A1 (en) * 2008-07-25 2010-01-28 Roboreus Limited Systems and methods for lottery-style games
US20100022290A1 (en) * 2008-07-25 2010-01-28 Roboreus Limited Systems and methods for lottery-style games
US20100107214A1 (en) * 2008-10-27 2010-04-29 Ganz Temporary user account for a virtual world website
US20110078716A1 (en) * 2009-09-25 2011-03-31 At&T Intellectual Property I, L.P. Providing a Dedicated Channel Accessible to a Group of Users
US20120094750A1 (en) * 2010-10-18 2012-04-19 Kuo Jack C Game token verification system
US8205158B2 (en) 2006-12-06 2012-06-19 Ganz Feature codes and bonuses in virtual worlds
US20120258788A1 (en) * 2009-08-25 2012-10-11 Sang Uk Hong Network dart game system for competition participation and method thereof
US20120302321A1 (en) * 2011-05-23 2012-11-29 Tor Steve Bowen System, Method and Apparatus for Scaled Multiplayer Games
US20130109456A1 (en) * 2011-10-26 2013-05-02 Lamar Wilkinson Computer-aided online card games having parallel payouts
US20130117363A1 (en) * 2010-07-26 2013-05-09 Alibaba Group Holding Limited Establishing Social Network Service Relationships
US8771059B2 (en) 2008-07-25 2014-07-08 Geonomics Global Games Limited Systems and methods for prize discovery games
US8836719B2 (en) 2010-04-23 2014-09-16 Ganz Crafting system in a virtual environment
US20160101354A1 (en) * 2014-10-10 2016-04-14 Nintendo Co., Ltd. Information processing system, information processing apparatus, recording medium and information processing method
WO2016191106A1 (en) * 2015-05-26 2016-12-01 Mahasuverachai Sak Massively multiplayer wagering game system
US9607470B2 (en) 2011-10-26 2017-03-28 Lamar Wilkinson Performing an automatic fold-out command and assigning player entries in an online card game

Families Citing this family (62)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7798896B2 (en) 2000-09-27 2010-09-21 Milestone Entertainment Llc Apparatus, systems and methods for implementing enhanced gaming and prizing parameters in an electronic environment
US8727853B2 (en) 2000-09-27 2014-05-20 Milestone Entertainment, LLC Methods and apparatus for enhanced play in lottery and gaming environments
US6796110B2 (en) * 2002-12-03 2004-09-28 Eastwest International (Taiwan) Enterprises Shaped saddle fender
EP1673149A4 (en) * 2003-10-02 2007-12-12 Waterleaf Ltd Multiplayer gaming system and method of operation thereof
US20050256985A1 (en) * 2004-05-13 2005-11-17 Wildtangent, Inc. Sending progress information of other users for transmitted shared content
US9773373B2 (en) 2004-09-01 2017-09-26 Milestone Entertainment Llc Systems for implementing enhanced gaming and prizing parameters in an electronic environment
US11875642B2 (en) 2004-09-01 2024-01-16 Milestone Entertainment, LLC Systems for implementing enhanced gaming and prizing parameters in an electronic environment
US20060161276A1 (en) * 2005-01-14 2006-07-20 Soltani Ramin A Automated online commercial computer game tournament service
US20060157934A1 (en) * 2005-01-20 2006-07-20 Shuffle Master, Inc. Multiple site poker tournament
US20060247955A1 (en) * 2005-04-12 2006-11-02 I'm All-In, Llc Method and system for providing free passes for gaming tournaments
CZ16002U1 (en) * 2005-09-08 2005-11-07 Browville International Ltd. Electronic pool and playing system
US20070082738A1 (en) * 2005-10-06 2007-04-12 Game Driven Corporation Self-organizing turn base games and social activities on a computer network
WO2007048093A2 (en) * 2005-10-17 2007-04-26 Lottosoft Corporation System and method of playing lottery games, buying and printing lottery tickets using software on mobile computing devices
US20070090599A1 (en) * 2005-10-21 2007-04-26 Russell Hamilton Method and apparatus for a card game tournament
US20070111789A1 (en) * 2005-11-14 2007-05-17 Van Deursen Marc Interactive online Internet game and method of determining winning players
US8047915B2 (en) * 2006-01-11 2011-11-01 Lyle Corporate Development, Inc. Character for computer game and method
AU2007212246B2 (en) * 2006-02-08 2012-04-12 Scientific Games, Llc Method and system for remote entry in frequent player programs
US8342959B2 (en) * 2006-03-02 2013-01-01 Mahaffey Clayton R Methods and systems for betting with pari-mutuel payouts
US20070238525A1 (en) * 2006-03-30 2007-10-11 Nokia Corporation Method, apparatus, system and computer program product for event triggered games
US20070294088A1 (en) * 2006-05-31 2007-12-20 Big Fish Games, Inc Network Service Recruitment Architecture
US20070294174A1 (en) * 2006-05-31 2007-12-20 Big Fish Games, Inc. Electronic Greeting Recruitment Architecture
US20070294175A1 (en) * 2006-05-31 2007-12-20 Big Fish Games, Inc Operation of a Network Service Recruitment Architecture
WO2008014006A2 (en) * 2006-07-28 2008-01-31 Ujogo, Inc. Interactive gaming system with attribute indicators, such as online poker rooms with attribute indicators
US8540577B2 (en) * 2006-08-16 2013-09-24 Playtech Software Limited System for computerized multiplayer tournament gaming and a method thereof
US8360868B2 (en) * 2006-08-16 2013-01-29 Playtech Software Limited Method for progressive card game tournament
US8147315B2 (en) 2006-09-12 2012-04-03 Aristocrat Technologies Australia Ltd Gaming apparatus with persistent game attributes
AU2007216754B2 (en) * 2006-09-12 2010-06-03 Aristocrat Technologies Australia Pty Ltd Gaming apparatus with persistent game attributes
US20080090632A1 (en) * 2006-10-12 2008-04-17 Waterleaf Limited Method and system for providing deal-making in multiplayer tournaments
US20080102933A1 (en) * 2006-10-26 2008-05-01 Killian Jones Systems and methods for organizing and distributing revenue within online communities
US20080207316A1 (en) * 2006-11-01 2008-08-28 James Mark Burnett Method and system for using online entertainment to promote goods, services, activities and events
US7983955B2 (en) * 2006-12-06 2011-07-19 Ganz System and method for tiered website access
US20080140528A1 (en) * 2006-12-06 2008-06-12 Ganz System and method for tiered website access
US20080188277A1 (en) 2007-02-01 2008-08-07 Ritter Janice E Electronic Game Device And Method Of Using The Same
US20080227516A1 (en) * 2007-03-15 2008-09-18 Boris Itskov Poker video game terminal
US8944917B2 (en) * 2007-03-30 2015-02-03 Microsoft Corporation Multi-tier online game play
US20080285588A1 (en) * 2007-05-16 2008-11-20 Unison Technologies Llc Systems and methods for providing unified collaboration systems with combined communication log
WO2009031147A1 (en) * 2007-09-05 2009-03-12 Playtech Software Limited A computerized gaming system and a method of operating thereof
US8535134B2 (en) * 2008-01-28 2013-09-17 Milestone Entertainment Llc Method and system for electronic interaction in a multi-player gaming system
US9037486B2 (en) * 2008-03-28 2015-05-19 Ganz Method for disabling and re-enabling third-party ads
US8052524B2 (en) * 2008-04-23 2011-11-08 Universal Entertainment Corporation Gaming system having a plurality of gaming machines linked by network and control method thereof
US20100100447A1 (en) * 2008-10-21 2010-04-22 Ganz Toy system and extravaganza planner
US8449386B2 (en) * 2008-11-13 2013-05-28 Wms Gaming Inc. Gaming system having bonus awards entered into tournament features
US20100205055A1 (en) * 2009-02-06 2010-08-12 Raghuram Saraswati Method of knowledge accumulation based on attribution for all contributions
US20100332303A1 (en) * 2009-06-30 2010-12-30 Thomas Glynn Vaught Systems and methods for rewarding customer loyalty
US8313372B2 (en) * 2009-08-07 2012-11-20 Cork Group Trading Ltd. Electronic gaming environment with display of multiple instances of single-player games and multiplayer bonus game
US20110078030A1 (en) * 2009-09-29 2011-03-31 Ganz Website with activities triggered by clickable ads
US8968083B2 (en) 2009-11-12 2015-03-03 Igt Gaming system and method for dynamically grouping gaming devices to provide progressive awards
US8635163B2 (en) * 2010-01-13 2014-01-21 Green Man Gaming Limited System and method for facilitating a video game exchange
WO2011098905A1 (en) * 2010-02-12 2011-08-18 Comviva Technologies Limited Method and system for online mobile gaming
GB2485531A (en) 2010-11-11 2012-05-23 Games Warehouse Gaming terminal for playing an off-line tournament
US8128472B1 (en) * 2011-04-15 2012-03-06 Charles Clarence Darcy Lyons Poker tournament system and method
US8977680B2 (en) * 2012-02-02 2015-03-10 Vegas.Com Systems and methods for shared access to gaming accounts
US10702773B2 (en) * 2012-03-30 2020-07-07 Videx, Inc. Systems and methods for providing an interactive avatar
US20130346870A1 (en) * 2012-06-22 2013-12-26 Apple Inc. Multi-user targeted content delivery
JP5857314B2 (en) * 2012-12-27 2016-02-10 株式会社ポケラボ Incentive granting device and incentive granting program in game
US10062096B2 (en) 2013-03-01 2018-08-28 Vegas.Com, Llc System and method for listing items for purchase based on revenue per impressions
US20140274311A1 (en) * 2013-03-15 2014-09-18 Brian Aronowitz System and method for membership-based sports book and betting exchange
US9468842B2 (en) * 2013-08-06 2016-10-18 Sony Network Entertainment International Llc Metagame reward point system
WO2017208989A1 (en) * 2016-06-01 2017-12-07 株式会社あかつき Virtual money management system, and program
US11935367B2 (en) * 2021-03-29 2024-03-19 West Flagler Associates, Ltd. Multi-sport challenge systems and methods
US11580824B2 (en) * 2021-03-29 2023-02-14 West Flagler Associates, Ltd. Multi-sport challenge systems and methods
US11803848B1 (en) * 2022-06-21 2023-10-31 Pointsbet Pty Ltd. Event-driven distributed networked jackpot architecture

Citations (69)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4339798A (en) * 1979-12-17 1982-07-13 Remote Dynamics Remote gaming system
US4926327A (en) * 1983-04-05 1990-05-15 Sidley Joseph D H Computerized gaming system
US5018736A (en) * 1989-10-27 1991-05-28 Wakeman & Deforrest Corporation Interactive game system and method
US5393057A (en) * 1992-02-07 1995-02-28 Marnell, Ii; Anthony A. Electronic gaming apparatus and method
US5599052A (en) * 1994-12-16 1997-02-04 Van Davelaar; Peter C. Bag carrier with means for promotional indicia and/or customer identification
US5603502A (en) * 1995-11-20 1997-02-18 Nakagawa; George Poker tournament method
US5762552A (en) * 1995-12-05 1998-06-09 Vt Tech Corp. Interactive real-time network gaming system
US5768382A (en) * 1995-11-22 1998-06-16 Walker Asset Management Limited Partnership Remote-auditing of computer generated outcomes and authenticated biling and access control system using cryptographic and other protocols
US5779549A (en) * 1996-04-22 1998-07-14 Walker Assest Management Limited Parnership Database driven online distributed tournament system
US5816918A (en) * 1996-04-05 1998-10-06 Rlt Acquistion, Inc. Prize redemption system for games
US5855369A (en) * 1993-08-27 1999-01-05 Lieberman; Lee Equipment for and methods of conducting a prize drawing game of chance
US6264556B1 (en) * 1997-10-29 2001-07-24 Japan Cash Machine Co., Ltd. Gaming machine having note hopper/dispenser
US20020002076A1 (en) * 1996-12-31 2002-01-03 Bruce Schneier Method and apparatus for securing electronic games
US20020055379A1 (en) * 2000-08-17 2002-05-09 Saidakovsky Alexander L. Minimizing the effects of chance
US20020119821A1 (en) * 2000-05-12 2002-08-29 Sanjoy Sen System and method for joining a broadband multi-user communication session
US20020123377A1 (en) * 2001-03-01 2002-09-05 Barry Shulman Computer assisted poker tournament
US20020128057A1 (en) * 1996-12-18 2002-09-12 Walker Jay S. Methods and systems for facilitating play at a gaming device by means of third party offers
US20020147043A1 (en) * 2001-04-09 2002-10-10 Barry Shulman Computer network implemented casino marketing system
US20020155879A1 (en) * 1997-06-30 2002-10-24 Walker Jay S. Electronic gaming device offering a game of knowledge for enhanced payouts
US20020173349A1 (en) * 2001-04-13 2002-11-21 The Lottery Channel, Inc. Rating method, program product and apparatus
US20020183116A1 (en) * 2001-05-30 2002-12-05 Konami Computer Entertainment Osaka, Inc. Server device for net game, net game management method, net game management program and recording medium which stores net game management program
US20020193162A1 (en) * 1996-04-22 2002-12-19 Walker Jay S. System and method for facilitating play of a video game via a web site
US20020196915A1 (en) * 1985-07-10 2002-12-26 Katz Ronald A. Telephone interface call processing system with call selectivity
US20020198054A1 (en) * 1997-02-24 2002-12-26 Robert Auxier Internet scratch-off game
US6503086B1 (en) * 2000-04-25 2003-01-07 Michael M. Golubov Body motion teaching system
US20030032476A1 (en) * 1998-12-23 2003-02-13 Walker Jay S. Methods and apparatus for facilitating the provision of a benefit to a player of a gaming Web site
US20030036429A1 (en) * 2000-10-04 2003-02-20 Nigel Witty Gaming machine with automated feature
US20030060247A1 (en) * 1996-01-19 2003-03-27 Sheldon F. Goldberg Method and system for playing games on a network
US20030070178A1 (en) * 2001-09-09 2003-04-10 Boyd Robert A. Poker tournament system
US20030073499A1 (en) * 2001-10-02 2003-04-17 Kenneth Reece Network gaming device and method for allowing a player to participate in a live game over a network
US20030074432A1 (en) * 2001-09-26 2003-04-17 Mazzitelli John Joseph State data management method and system
US20030083118A1 (en) * 2000-04-14 2003-05-01 Nelson David C. Method, apparatus and system for an electronically distributed game of skill
US20030092477A1 (en) * 1999-10-16 2003-05-15 Sierra Design Group Voucher gaming systems and methods
US20030105663A1 (en) * 1999-10-04 2003-06-05 Scott B. Allison Network-based sweepstakes system and method
US20030177347A1 (en) * 1995-11-22 2003-09-18 Bruce Schneier Methods and apparatus for awarding prizes based on authentication of computer generated outcomes using coupons
US20030176218A1 (en) * 2002-03-15 2003-09-18 Igt Room key based in-room player tracking
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20030220100A1 (en) * 2002-05-03 2003-11-27 Mcelhatten David Technique for effectively accessing programming listing information in an entertainment delivery system
US20030220143A1 (en) * 2002-05-24 2003-11-27 Koninklijke Philips Electronics N.V. On-line gaming spectator
US20040005926A1 (en) * 2000-08-22 2004-01-08 Lefroy Greg W Interactive game
US20040009815A1 (en) * 2002-06-26 2004-01-15 Zotto Banjamin O. Managing access to content
US20040039655A1 (en) * 2002-06-17 2004-02-26 Chau Wayne P. System and method for purchasing game and lottery tickets
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US20040044623A1 (en) * 2002-08-28 2004-03-04 Wake Susan L. Billing system for wireless device activity
US6711682B1 (en) * 2000-02-09 2004-03-23 Microsoft Corporation Online service registration system and method
US20040068481A1 (en) * 2002-06-26 2004-04-08 Praveen Seshadri Network framework and applications for providing notification(s)
US20040082384A1 (en) * 2002-09-04 2004-04-29 Walker Jay S. Method and apparatus for player communication
US20040102248A1 (en) * 2000-06-27 2004-05-27 Electronic Arts Inc. Episodic delivery of content
US20040106454A1 (en) * 1997-03-21 2004-06-03 Walker Jay S. Method and apparatus for providing a complimentary service to a player
US6749510B2 (en) * 2001-02-07 2004-06-15 Wms Gaming Inc. Centralized gaming system with modifiable remote display terminals
US6758746B1 (en) * 2001-10-26 2004-07-06 Thomas C. Hunter Method for providing customized interactive entertainment over a communications network
US20040137980A1 (en) * 2003-01-10 2004-07-15 Aenlle William M. User participation in event at computer network site
US20040148336A1 (en) * 2000-03-30 2004-07-29 Hubbard Edward A Massively distributed processing system architecture, scheduling, unique device identification and associated methods
US20040152505A1 (en) * 2002-12-05 2004-08-05 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20040158489A1 (en) * 2003-02-11 2004-08-12 Rogers Nathan J. Method and system for increasing customer traffic and loyalty
US20040248634A1 (en) * 2003-02-03 2004-12-09 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20050021935A1 (en) * 2003-06-18 2005-01-27 Openwave Systems Inc. Method and system for downloading configurable user interface elements over a data network
US20050049731A1 (en) * 2004-07-30 2005-03-03 Terry Dell Interactive wagering contest method and system
US20050086126A1 (en) * 2003-10-20 2005-04-21 Patterson Russell D. Network account linking
US20050144024A1 (en) * 2003-12-24 2005-06-30 Wojton Walter G. Subscriber network system and method for viewing images and exchanging messages
US20050176491A1 (en) * 2002-12-05 2005-08-11 Kane Steven N. Game of chance and system and method for playing games of chance
US20050208989A1 (en) * 2002-12-05 2005-09-22 Gamelogic, Inc. Systems and methods for playing games of chance or skill using an alternate method of entry
US20050282624A1 (en) * 2004-05-25 2005-12-22 Kane Steven N System and method for playing a role-playing game
US20070265064A1 (en) * 2002-05-30 2007-11-15 Kessman Marc D Products and processes for operations management of casino leisure and hospitality industry
US7351149B1 (en) * 2001-01-23 2008-04-01 Burton Simon Multi-person parimutuel betting games based on determinate sporting events
US7485043B2 (en) * 2002-06-19 2009-02-03 Igt Elimination games for gaming machines
US20090191962A1 (en) * 2004-05-07 2009-07-30 Hardy Dow K Method and apparatus for providing player incentives
US7873390B2 (en) * 2002-12-09 2011-01-18 Voice Signal Technologies, Inc. Provider-activated software for mobile communication devices
US7871323B2 (en) * 2003-03-03 2011-01-18 Igt Method and apparatus for providing regular entrance into a bonus game

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20010000469A1 (en) * 1997-08-21 2001-04-26 Gendimenico Gerard J. Use of 17-alpha-estradiol for the treatment of aged or sun-damaged skin and/or skin atrophy

Patent Citations (77)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4339798A (en) * 1979-12-17 1982-07-13 Remote Dynamics Remote gaming system
US4926327A (en) * 1983-04-05 1990-05-15 Sidley Joseph D H Computerized gaming system
US20020196915A1 (en) * 1985-07-10 2002-12-26 Katz Ronald A. Telephone interface call processing system with call selectivity
US5018736A (en) * 1989-10-27 1991-05-28 Wakeman & Deforrest Corporation Interactive game system and method
US5393057A (en) * 1992-02-07 1995-02-28 Marnell, Ii; Anthony A. Electronic gaming apparatus and method
US5855369A (en) * 1993-08-27 1999-01-05 Lieberman; Lee Equipment for and methods of conducting a prize drawing game of chance
US5599052A (en) * 1994-12-16 1997-02-04 Van Davelaar; Peter C. Bag carrier with means for promotional indicia and/or customer identification
US5603502A (en) * 1995-11-20 1997-02-18 Nakagawa; George Poker tournament method
US5768382A (en) * 1995-11-22 1998-06-16 Walker Asset Management Limited Partnership Remote-auditing of computer generated outcomes and authenticated biling and access control system using cryptographic and other protocols
US20030177347A1 (en) * 1995-11-22 2003-09-18 Bruce Schneier Methods and apparatus for awarding prizes based on authentication of computer generated outcomes using coupons
US5762552A (en) * 1995-12-05 1998-06-09 Vt Tech Corp. Interactive real-time network gaming system
US20030060247A1 (en) * 1996-01-19 2003-03-27 Sheldon F. Goldberg Method and system for playing games on a network
US6712702B2 (en) * 1996-01-19 2004-03-30 Sheldon F. Goldberg Method and system for playing games on a network
US5816918A (en) * 1996-04-05 1998-10-06 Rlt Acquistion, Inc. Prize redemption system for games
US6224486B1 (en) * 1996-04-22 2001-05-01 Walker Digital, Llc Database driven online distributed tournament system
US20010004609A1 (en) * 1996-04-22 2001-06-21 Walker Jay S. Database driven online distributed tournament system
US20020193162A1 (en) * 1996-04-22 2002-12-19 Walker Jay S. System and method for facilitating play of a video game via a web site
US5779549A (en) * 1996-04-22 1998-07-14 Walker Assest Management Limited Parnership Database driven online distributed tournament system
US6425828B2 (en) * 1996-04-22 2002-07-30 Walker Digital, Llc Database driven online distributed tournament system
US20020128057A1 (en) * 1996-12-18 2002-09-12 Walker Jay S. Methods and systems for facilitating play at a gaming device by means of third party offers
US6450885B2 (en) * 1996-12-31 2002-09-17 Walker Digital, Llc Method and apparatus for securing electronic games
US20020002076A1 (en) * 1996-12-31 2002-01-03 Bruce Schneier Method and apparatus for securing electronic games
US20020198054A1 (en) * 1997-02-24 2002-12-26 Robert Auxier Internet scratch-off game
US20040106454A1 (en) * 1997-03-21 2004-06-03 Walker Jay S. Method and apparatus for providing a complimentary service to a player
US20020155879A1 (en) * 1997-06-30 2002-10-24 Walker Jay S. Electronic gaming device offering a game of knowledge for enhanced payouts
US6264556B1 (en) * 1997-10-29 2001-07-24 Japan Cash Machine Co., Ltd. Gaming machine having note hopper/dispenser
US20030032476A1 (en) * 1998-12-23 2003-02-13 Walker Jay S. Methods and apparatus for facilitating the provision of a benefit to a player of a gaming Web site
US20030105663A1 (en) * 1999-10-04 2003-06-05 Scott B. Allison Network-based sweepstakes system and method
US20030092477A1 (en) * 1999-10-16 2003-05-15 Sierra Design Group Voucher gaming systems and methods
US6711682B1 (en) * 2000-02-09 2004-03-23 Microsoft Corporation Online service registration system and method
US20040148336A1 (en) * 2000-03-30 2004-07-29 Hubbard Edward A Massively distributed processing system architecture, scheduling, unique device identification and associated methods
US20030083118A1 (en) * 2000-04-14 2003-05-01 Nelson David C. Method, apparatus and system for an electronically distributed game of skill
US6503086B1 (en) * 2000-04-25 2003-01-07 Michael M. Golubov Body motion teaching system
US20020119821A1 (en) * 2000-05-12 2002-08-29 Sanjoy Sen System and method for joining a broadband multi-user communication session
US20040102248A1 (en) * 2000-06-27 2004-05-27 Electronic Arts Inc. Episodic delivery of content
US6699125B2 (en) * 2000-07-03 2004-03-02 Yahoo! Inc. Game server for use in connection with a messenger server
US20020055379A1 (en) * 2000-08-17 2002-05-09 Saidakovsky Alexander L. Minimizing the effects of chance
US6604997B2 (en) * 2000-08-17 2003-08-12 Worldwinner.Com, Inc. Minimizing the effects of chance
US20040005926A1 (en) * 2000-08-22 2004-01-08 Lefroy Greg W Interactive game
US20030036429A1 (en) * 2000-10-04 2003-02-20 Nigel Witty Gaming machine with automated feature
US7351149B1 (en) * 2001-01-23 2008-04-01 Burton Simon Multi-person parimutuel betting games based on determinate sporting events
US6749510B2 (en) * 2001-02-07 2004-06-15 Wms Gaming Inc. Centralized gaming system with modifiable remote display terminals
US20020123377A1 (en) * 2001-03-01 2002-09-05 Barry Shulman Computer assisted poker tournament
US20020147043A1 (en) * 2001-04-09 2002-10-10 Barry Shulman Computer network implemented casino marketing system
US20020173349A1 (en) * 2001-04-13 2002-11-21 The Lottery Channel, Inc. Rating method, program product and apparatus
US20020183116A1 (en) * 2001-05-30 2002-12-05 Konami Computer Entertainment Osaka, Inc. Server device for net game, net game management method, net game management program and recording medium which stores net game management program
US20030070178A1 (en) * 2001-09-09 2003-04-10 Boyd Robert A. Poker tournament system
US20030074432A1 (en) * 2001-09-26 2003-04-17 Mazzitelli John Joseph State data management method and system
US20030073499A1 (en) * 2001-10-02 2003-04-17 Kenneth Reece Network gaming device and method for allowing a player to participate in a live game over a network
US6758746B1 (en) * 2001-10-26 2004-07-06 Thomas C. Hunter Method for providing customized interactive entertainment over a communications network
US20030176218A1 (en) * 2002-03-15 2003-09-18 Igt Room key based in-room player tracking
US20030190960A1 (en) * 2002-04-04 2003-10-09 Eron Jokipii Method and system for providing access to and administering online gaming leagues and tournaments
US20030220100A1 (en) * 2002-05-03 2003-11-27 Mcelhatten David Technique for effectively accessing programming listing information in an entertainment delivery system
US20030220143A1 (en) * 2002-05-24 2003-11-27 Koninklijke Philips Electronics N.V. On-line gaming spectator
US20070265064A1 (en) * 2002-05-30 2007-11-15 Kessman Marc D Products and processes for operations management of casino leisure and hospitality industry
US20040039655A1 (en) * 2002-06-17 2004-02-26 Chau Wayne P. System and method for purchasing game and lottery tickets
US7485043B2 (en) * 2002-06-19 2009-02-03 Igt Elimination games for gaming machines
US20040009815A1 (en) * 2002-06-26 2004-01-15 Zotto Banjamin O. Managing access to content
US20040068481A1 (en) * 2002-06-26 2004-04-08 Praveen Seshadri Network framework and applications for providing notification(s)
US20040044623A1 (en) * 2002-08-28 2004-03-04 Wake Susan L. Billing system for wireless device activity
US20040082384A1 (en) * 2002-09-04 2004-04-29 Walker Jay S. Method and apparatus for player communication
US20050176491A1 (en) * 2002-12-05 2005-08-11 Kane Steven N. Game of chance and system and method for playing games of chance
US20040152510A1 (en) * 2002-12-05 2004-08-05 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20040152505A1 (en) * 2002-12-05 2004-08-05 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20040152504A1 (en) * 2002-12-05 2004-08-05 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20050208989A1 (en) * 2002-12-05 2005-09-22 Gamelogic, Inc. Systems and methods for playing games of chance or skill using an alternate method of entry
US7873390B2 (en) * 2002-12-09 2011-01-18 Voice Signal Technologies, Inc. Provider-activated software for mobile communication devices
US20040137980A1 (en) * 2003-01-10 2004-07-15 Aenlle William M. User participation in event at computer network site
US20040248634A1 (en) * 2003-02-03 2004-12-09 Herrmann Mark E. Game of chance and system and method for playing games of chance
US20040158489A1 (en) * 2003-02-11 2004-08-12 Rogers Nathan J. Method and system for increasing customer traffic and loyalty
US7871323B2 (en) * 2003-03-03 2011-01-18 Igt Method and apparatus for providing regular entrance into a bonus game
US20050021935A1 (en) * 2003-06-18 2005-01-27 Openwave Systems Inc. Method and system for downloading configurable user interface elements over a data network
US20050086126A1 (en) * 2003-10-20 2005-04-21 Patterson Russell D. Network account linking
US20050144024A1 (en) * 2003-12-24 2005-06-30 Wojton Walter G. Subscriber network system and method for viewing images and exchanging messages
US20090191962A1 (en) * 2004-05-07 2009-07-30 Hardy Dow K Method and apparatus for providing player incentives
US20050282624A1 (en) * 2004-05-25 2005-12-22 Kane Steven N System and method for playing a role-playing game
US20050049731A1 (en) * 2004-07-30 2005-03-03 Terry Dell Interactive wagering contest method and system

Cited By (34)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8205158B2 (en) 2006-12-06 2012-06-19 Ganz Feature codes and bonuses in virtual worlds
US8549416B2 (en) 2006-12-06 2013-10-01 Ganz Feature codes and bonuses in virtual worlds
US20090011825A1 (en) * 2007-05-03 2009-01-08 Global Vr Persistent Notification and Common Display of Shares in a Community Electronic Video Card Game
US20090124374A1 (en) * 2007-11-09 2009-05-14 Bally Gaming, Inc. License management system
US9135778B2 (en) * 2007-11-09 2015-09-15 Bally Gaming, Inc. License management system
US20090215527A1 (en) * 2008-02-27 2009-08-27 Wpt Enterprises, Inc. Tournament-style parimutuel wagering system
US8801518B2 (en) * 2008-02-27 2014-08-12 Steven Lipscomb Tournament-style parimutuel wagering system
US20090240659A1 (en) * 2008-03-20 2009-09-24 Ganz, An Ontario Partnership Consisting Of 2121200 Ontario Inc. And 2121812 Ontario Inc. Social networking in a non-personalized environment
US20110087967A1 (en) * 2008-03-20 2011-04-14 Ganz Social networking in a non-personalized environment
US8167701B2 (en) 2008-07-25 2012-05-01 Roboreus Limited Systems and methods for lottery-style games
US8771059B2 (en) 2008-07-25 2014-07-08 Geonomics Global Games Limited Systems and methods for prize discovery games
US20100022290A1 (en) * 2008-07-25 2010-01-28 Roboreus Limited Systems and methods for lottery-style games
US20100019453A1 (en) * 2008-07-25 2010-01-28 Roboreus Limited Systems and methods for lottery-style games
US20100107214A1 (en) * 2008-10-27 2010-04-29 Ganz Temporary user account for a virtual world website
US8826383B2 (en) 2008-10-27 2014-09-02 Ganz Temporary user account for a virtual world website
US8510800B2 (en) 2008-10-27 2013-08-13 Ganz Temporary user account for a virtual world website
US8516553B2 (en) 2008-10-27 2013-08-20 Ganz Temporary user account for a virtual world website
US20120258788A1 (en) * 2009-08-25 2012-10-11 Sang Uk Hong Network dart game system for competition participation and method thereof
US8622794B2 (en) * 2009-08-25 2014-01-07 Hong International Corp. Network dart game system for competition participation and method thereof
US9160975B2 (en) * 2009-09-25 2015-10-13 At&T Intellectual Property I, L.P. Providing a dedicated channel accessible to a group of users
US20110078716A1 (en) * 2009-09-25 2011-03-31 At&T Intellectual Property I, L.P. Providing a Dedicated Channel Accessible to a Group of Users
US8836719B2 (en) 2010-04-23 2014-09-16 Ganz Crafting system in a virtual environment
US20130117363A1 (en) * 2010-07-26 2013-05-09 Alibaba Group Holding Limited Establishing Social Network Service Relationships
US9426235B2 (en) * 2010-07-26 2016-08-23 Alibaba Group Holding Limited Establishing social network service relationships
US10169831B2 (en) 2010-07-26 2019-01-01 Alibaba Group Holding Limited Establishing social network service relationships
US20120094750A1 (en) * 2010-10-18 2012-04-19 Kuo Jack C Game token verification system
WO2013095700A1 (en) * 2011-05-23 2013-06-27 Bowen Tor Steve System, method and apparatus for scaled multiplayer games
US20120302321A1 (en) * 2011-05-23 2012-11-29 Tor Steve Bowen System, Method and Apparatus for Scaled Multiplayer Games
US20130109456A1 (en) * 2011-10-26 2013-05-02 Lamar Wilkinson Computer-aided online card games having parallel payouts
US9607470B2 (en) 2011-10-26 2017-03-28 Lamar Wilkinson Performing an automatic fold-out command and assigning player entries in an online card game
US9779587B2 (en) 2011-10-26 2017-10-03 Lamar Wilkinson Computer implemented method and computer system for awarding one or more benchmark prizes
US20160101354A1 (en) * 2014-10-10 2016-04-14 Nintendo Co., Ltd. Information processing system, information processing apparatus, recording medium and information processing method
US10166468B2 (en) * 2014-10-10 2019-01-01 Nintendo Co., Ltd. Information processing system, information processing apparatus, recording medium and information processing method
WO2016191106A1 (en) * 2015-05-26 2016-12-01 Mahasuverachai Sak Massively multiplayer wagering game system

Also Published As

Publication number Publication date
US7094154B2 (en) 2006-08-22
WO2006073928A3 (en) 2006-08-24
WO2006073928A2 (en) 2006-07-13
US20060148567A1 (en) 2006-07-06

Similar Documents

Publication Publication Date Title
US7094154B2 (en) Computer networked game system utilizing subscription based membership and alternative methods of entry
US6575831B1 (en) Gambling games
US7980942B2 (en) System and method for playing a role-playing game
US7344440B2 (en) Gambling games
AU2002330597B2 (en) On-line gaming method and apparatus
AU2004278891B2 (en) Multiplayer gaming system and method of operation thereof
US7722459B2 (en) System and method for performing bet protection
US20100004055A1 (en) System and method for donations using online interactive games
US20090227320A1 (en) Method for lottery corporations to run online gaming
US20030083118A1 (en) Method, apparatus and system for an electronically distributed game of skill
US20090023489A1 (en) Remote Witnessing of Game Play
US20080214288A1 (en) Gaming environment
WO2014145575A1 (en) System and method for membership-based sports book and betting exchange
US20220044525A1 (en) Computer-implemented method and system of providing gaming services
US20080242399A1 (en) Gambling with loyalty points
WO2006060444A2 (en) Electronic game scripting and auditing
US20160284164A1 (en) Systems and related techniques for time-based gambling via network-connected client devices
WO2001055941A2 (en) System and method for user-to-user online wagering
GB2419969A (en) On-line wagering system
WO2005020110A1 (en) Method and apparatus for handling competition entries and wagering transactions

Legal Events

Date Code Title Description
AS Assignment

Owner name: MMJK LLC, COLORADO

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:KELLERMAN, JASON;MARIN, MARC;REEL/FRAME:018208/0152

Effective date: 20050323

AS Assignment

Owner name: VENTURE LENDING & LEASING V, INC., CALIFORNIA

Free format text: SECURITY AGREEMENT;ASSIGNOR:MMJK, INC.;REEL/FRAME:023525/0604

Effective date: 20091109

STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION

AS Assignment

Owner name: RPX CORPORATION, CALIFORNIA

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:BRIGHT MOUNTAIN MEDIA, INC;CL MEDIA HOLDINGS LLC;REEL/FRAME:063305/0360

Effective date: 20230324

AS Assignment

Owner name: BARINGS FINANCE LLC, AS COLLATERAL AGENT, NORTH CAROLINA

Free format text: PATENT SECURITY AGREEMENT;ASSIGNOR:RPX CORPORATION;REEL/FRAME:063665/0987

Effective date: 20230406