Exchange-based and challenge-based networked video game wagering
In various embodiments, wagering systems, processes and computer-readable media are provided. The wager system may include a server configured for processing at least one wager on a video game match to be played on a multiplayer gaming network; at least one database operatively associated with the server, the database being configured for storing information related to the wager; and, a challenge system operatively associated with the server, the challenge system being configured to permit a challenger player to challenge an opponent player to a challenge wager associated with the video game match. In certain embodiments, the server may be configured to enable wagered video game play through a directly operatively associated game server or a directly operatively associated multiplayer gaming network to facilitate challenge-based and/or exchange-based wagering.
The invention generally relates to processing wagers in association with networked or online video game play.
BACKGROUNDThe technological landscape for online multiplayer video gaming is rapidly evolving into exciting new areas. Online video game play through multiplayer gaming networks and game servers provides an entertaining experience by offering players the opportunity to compete with live opponents on different networked gaming devices. There are presently many multiplayer gaming networks and game servers available that allow players to compete in video games against each other, and at least some of these electronic environments have the capability to permit interaction among players on a global scale.
In view of this emerging technological landscape, what are needed are more effective ways to further enhance the excitement and entertainment value of the online video gaming experience, especially with regard to video games played in multiplayer electronic environments.
BRIEF DESCRIPTION OF THE FIGURESThe utility of the embodiments of the invention will be readily appreciated and understood from consideration of the following description of the embodiments of the invention when viewed in connection with the accompanying drawings.
As applied herein, a “wager” or “wagering” involves players staking something of value (e.g., money, tokens, or points) for an opportunity to win something of value (e.g., a prize) subject to the outcome of an event (e.g., a video game contest between players), wherein the outcome of the event is predominantly determined by the skill of the players involved in the event and not a chance occurrence. In comparison, a “bet” or “gambling” involves staking something of value (e.g., money, tokens, or points) for a chance to win something of value (e.g., a prize) subject predominantly to the outcome of an event (e.g., a lottery drawing) which is predominantly a chance occurrence.
“Exchange-based wagering” refers to the process by which players of similar preferences, who may or may not know each other and want to wager on a particular form of game play, are matched as opponents by an online wagering system, according to various wagering, skill level, ratings criteria and/or other criteria. By way of comparison, “challenge-based wagering” refers to the process by which a challenger player challenges an opponent player to a challenge wager associated with a video game match.
A “multiplayer gaming network” or “gaming network” includes any networked medium that enables players to engage in a video game or any other electronic gaming activity between/among the players. One example of a third-party “multiplayer gaming network” suitable for use with various embodiments of the present invention is the “Xbox Live” gaming network operatively associated with the “Xbox” gaming system (Microsoft Corporation). Another example is a multiplayer gaming network that is operatively associated with a wagering system, in order to enable users to engage in wagered competition.
A “video game” includes any electronically executed game that can be played over a multiplayer gaming network, game server, or other electronic gaming environment in accordance with one or more embodiments of the invention. Examples of video games include, without limitation, wireline console-based games, such as those played on the “Xbox” gaming system; wireless console-based games, such as those played on the “PSP” gaming system (Sony Corporation); personal computer (“PC”) games; wireless telephone-based games; and, a variety of other types of electronic games.
A “game console” includes any device or apparatus that can be configured for playing one or more video games on a multiplayer gaming network. Examples of “game consoles” may include, without limitation, video gaming system consoles, computer systems, personal data assistants (PDAs), wireless telephones, or any other device that can be configured for use as a game console in accordance with one or more embodiments of the invention described herein. In another example, cable controllers configured for access to cable network media may include interactive features, so that users can employ cable boxes as game consoles, for example, to practice various aspects of the invention described herein.
The term “communication media” includes any medium capable of receiving data communications in accordance with various embodiments of the invention such as, without limitation, network connections (e.g., an intranet, extranet, or the Internet), wireless data networks, wire line data networks, satellite networks, or cable network connections.
The term “web site” may refer to any set of at least one page generated by at least one server in accordance with the various embodiments of the invention, such as, pages accessed through a computer system, as well as data screens that can be manipulated to produce designated functions related to a multiplayer gaming network accessed through a game console, such as, for example, an introductory data screen that a player would see after accessing the “Xbox Live” network through his or her “Xbox” gaming system.
The term “web server” may include any server utilized to generate at least one web site, while the term “game server” may include any server that enables game play on at least one multiplayer gaming network or other electronic environment.
Unless otherwise noted or readily evident from the context as applied herein, the term “player” refers to players participating on a multiplayer gaming network or other electronic environment who may also be “users” of a wagering system provided in accordance with the present invention. The terms “player” and “user” sometimes may be used interchangeably herein.
With reference to
In general, the wagering system 102 functions to allow the players 112, 114, 116 to select from among a diverse set of video games that can be played for wagers; to permit the players 112, 114, 116 to store wagers; to accept the wager of an opponent with whom they would like to compete; to remove or modify unaccepted wagers; as well as to perform various other functions. In certain embodiments, the wagering system 102 may be configured to enable video game play between/among the players 112, 114, 116 through a multiplayer gaming network 104 operatively associated with the wagering system 102. In other embodiments, however, the wagering system 102 may not enable video game play between/among the players 112, 114, 116. For instance, the software that permits communication and interaction between/among the game consoles 106, 108, 110 during video game play can be executed by a multiplayer gaming network 104 operated by a third-party. In certain embodiments, the wagering system 102 may thus be configured to operate independently of the multiplayer gaming network 104; and, the game consoles 106, 108, 110 may interact with each other on a third-party multiplayer gaming network 104 to conduct video game play. In certain embodiments, the wagering system 102 may be configured to enable wagered game play for certain video games on an operatively associated multiplayer gaming network 104, in addition to facilitating wagering on game play executed on at least one third-party multiplayer gaming network 104. The dotted line 118 is intended to represent an association, with or without a direct connection or communication, between the operative functions of the wagering system 102 and the multiplayer gaming network 104, depending on whether the multiplayer gaming network 104 is or is not directly operatively associated with the wagering system 102.
As described hereinafter in more detail, the wagering system 102 provides a variety of functions: to permit players 112, 114, 116 to register and maintain wager accounts 102D; to store details of player 112, 114, 116 profiles; to store payment information; to allow players 112, 114, 116 who wish to wager in a variety of video games to locate one another for competition on a third-party multiplayer gaming network 104; to confirm outcomes of video game matches with a confirmation system 102E; to apply ratings to users with a ratings system 102F that reflect their conduct with respect to the wagering system 102 and interactions with competitors; to transfer an amount indicative of the wager at the conclusion of video game matches, for example; to store outcomes of played video games, including a competency structure 102G that tracks and maintains the skill levels of players 112, 114, 116 with respect to various video games; to settle disputes between players 112, 114, 116 associated with wager outcomes by employing a dispute settlement system 102H; to allow players 112, 114, 116 to wager with specific other players 112, 114, 116 using a challenge system 1021; to permit players 112, 114, 116 to create and maintain a member profile that is accessible by other players 112, 114, 116, using a member profile system 102J; to allow players 112, 114, 116 to wager with other players 112, 114, 116 who are ready to engage in wagered competition, using a challenge room system 102K; to enable wagered competition on a directly operatively associated multiplayer gaming network 104 or directly operatively associated game server 126, through the application of a networked game wagering system 102L, for example; and/or other functions.
As shown in
Prior to entering into wagered video game play, the players 112, 114, 116 may be required to register as users with the wagering system 102 in a variety of ways. For example, a visitor home page 352 may include: a registration link 354 to direct new users to one or more registration pages 502, 602 to register at step 202; and a conventional login area 356 wherein existing or registered members can enter usemame and password information to access wager account 102D information maintained by the wagering system 102 at step 206. Otherwise, visitors or members who have not yet logged-in may be prompted to register or log into their accounts 102D, if they attempt to engage in wagering activity within one or more web sites 102C of the wagering system 102. The users may be presented with a prompt 404 as shown in the screen display 402 of
To register at step 202 and gain access to the wagering system 102, new users may be presented with the registration pages 502, 602. On the registration page 502, new users may enter various name and contact information 504, as well as the third-party gaming networks 506 on which they compete and/or the network identifications 508 that the user employs when playing video games on at least one third-party multiplayer gaming network 104. New users may also enter desired usemame 510 and password 512 information to permit account 102D access on the wagering system 102. On the registration page 602, a user may enter information to be displayed on a member profile, through the application of the member profile system 102J, which may be a computer system or software module that tracks, stores, and/or presents member profile information. For example, players 112, 114, 116 may input data regarding which video game titles they own to be included as part of their member profiles. Data collected on the registration pages 502, 602 may be stored in the wager database 102B.
In association with registration, new users may be directed to a “deposit options” page 702, as illustrated by the screen display of
Once a registered account is accessed by a previously registered user or a new user at step 206, a member home page 802 as seen in the screen display of
Various screen displays presented by the web sites 102C, such as the member home page 802, may include a toolbar 812 of links positioned horizontally across the screen display as shown. The links in the toolbar 812 may include a “home page” link 812A to access the member home page 802, a “terms and conditions” link 812B to display terms and conditions of using the wagering system 102, and/or an “instructions” link 812C to access written instructions or a visual demonstration, for example, explaining how the service operates. Various screen displays presented by the web site 102C may also include a toolbar 814 of links positioned vertically across the screen display, as shown on the member home page 802, for example. The toolbar 814 may be separated into distinct sections for a variety of third-party multiplayer gaming networks 104 on which users may compete for wagers using the wagering system 102. Within these sections on the toolbar 814, there may be different links for disparate types of video games that can be played on the given multiplayer gaming network 104 (e.g., “Fighting,” “Racing,” “RPG,” “Shooter,” “Sports,” etc.). For instance, there could be a link devoted to “Xbox Live” (Microsoft Corporation) “Sports” games or “Sony Online” (Sony Corporation) “Fighting” games. In addition, the toolbar 814 may be configured to display only those links to multiplayer gaming networks 104 and types of video games that are compatible for play with the particular game console 106, 108, 110 of the user (e.g., links for “Sony Online” games only).
Each game type link may allow users to access a pull-down menu 904 of sub-links 906 related to video game titles of that game type, as shown in screen display 902 of
Referring again to
Also, on the toolbar 816, users may be presented with a “Stored Wagers” section 816G that displays a list of outstanding, stored wagers for the user on the database 102B of the wagering system 102. For each wager, a button or other function can be provided that allows for the removal of the wagers from the database 102B, if desired. It can be appreciated that the number of wagers in the “Stored Wagers” section 816G varies depending on the number of wagers stored by the user. If a user does not have any wagers stored, then a “None” indication may be presented in the “Stored Wagers” section 816G.
At step 208, a user may access a wager page to select a video game for which the user wants to review, store or accept a wager. Selecting the “head-to-head” football link on the pull-down menu 1004, for example, directs a user to the exemplary wager page 1702 shown in the screen display of
In addition, the wager page 1702 may be configured to permit users to sort the list of stored wagers 1704 according to user rating 1708, skill level 1710, suggested competition time 1712, and/or wager amount 1714, for example. In various modes of operation, the list of stored wagers 1704 may be ordered so that the wager with the most imminent suggested competition time 1712 is listed first on the list 1704.
In various embodiments, a credit balance 81 6H of the wager account 102D of a user can be displayed on the toolbar 816, for example, of various pages of the wagering system 102. In addition, users may be permitted to view a breakdown of gross transactions that have impacted the credit balance 816H by navigating to the “account statement” page 1202, using the associated link 816A on the toolbar 816, for example. As shown, the “account statement” page 1202 can be configured to display transactions including total amounts deposited to the wagering system 102, total amounts withdrawn, total fees taken from winning wagers, and/or total amounts won and/or lost by the user.
In operation of the wagering system 102, if a player 112, 114, 116 cannot find a compatible wager stored on the wagering system 102 to accept at step 254, the player 112, 114, 116 can store a wager at step 256, and/or log into a third-party multiplayer gaming network 104 at the suggested competition time. Users may also be permitted to store multiple wagers on the wagering system 102 for a particular video game or multiple video games to promote an increased probability that a competitor will be available to play for one of the multiple wagers. With respect to multiple wagers, the wagering system 102 can be configured to verify that the player 112, 114, 116 has enough available credit in the wager account 102D to cover the largest of the multiple stored wagers. A player 112, 114, 116 who stores a wager may be automatically notified at step 258 by e-mail, instant messenger, text message, or another communication method, if another player 112, 114, 116 has accepted their wager and may be given their competitor's multiplayer gaming network 104 identification, among other information. It can be seen that players 112, 114, 116 who had previously stored wagers on the wagering system 102 can await notification of wager acceptance while working on a computer system or other access device 122 (wireless telephone, PDA, notebook, etc.), in addition to the gaming console 106, 108, 110.
If the user stores a wager substantially compatible with a wager previously stored by another player 112, 114, 116, and if the wagering system 102 determines through the application of its competency structure 102G that the skill levels associated with the players 112, 114, 116 who stored the wagers, as well as the suggested competition times, are compatible, then the players 112, 114, 116 associated with the wagers may be directed to compete in networked match play at step 260. The wagering system 102 may be configured to define compatible wager amounts as substantially the same amounts or within a certain acceptable range of deviation between the amounts. The competency structure 102G of the wagering system 102 may be configured to not permit players 112, 114, 116 of comparatively higher skill levels to accept wagers from players 112, 114, 116 at comparatively lower skill levels, but the converse may be permitted (i.e., lower skill level players 112, 114, 116 can be permitted to accept wagers stored by comparatively higher skill level players 112, 114, 116). Also, the competency structure 102G of the wagering system 102 may be configured to not permit a player 112, 114, 116 having a first skill level to play against a player 112, 114, 116 at a second skill level, wherein the absolute magnitude or percentage difference between the first and second skill levels exceeds a predetermined maximum level.
If the wagering system 102 matches compatible wagers, or if a user accepts a stored wager on the wager page 1702, for example, then the user can be presented with a confirmation page 2002, an example of which is shown in the screen display of
If a user accepts another user's stored wager, then that particular stored wager can be removed from the wager page 1702 by the wagering system 102. If a user had multiple stored wagers on the wager page 1702, or on multiple wager pages 1702, and the user enters into competition for one of the wagers, then all of the wagers can be removed from that wager page 1702, and/or all of the wager pages 1702.
To accept a wager at step 254, users may be required to have sufficient available credit in the wager account 102D to cover the wager amount, and to have challenged another user of a compatible skill level. If a user attempts to accept a wager without meeting these criteria, among possibly others, then the wagering system 102 may present the user with a notification 2204 shown in the screen display 2202 of
If users have met the necessary criteria and have stored a wager, then they may receive a prompt 2504 shown in the screen display 2502 of
At step 262, using the confirmation system 102E, the competitors may confirm the outcome of their wager in various embodiments of the confirmation system 102E. For example, the users may confirm the outcome through a link in an email sent by the wagering system 102 to both competitors after one of them accepted the stored wager of the other. This link may take them to the “confirm outcome” page 1302 as is seen in the screen display of
At step 264, if both players 112, 114, 116 confirm the same outcome of their wager, such as by using the confirmation system 102E, then the wagering system 102 may award a prize to the winning player 112, 114, 116 at step 266 by transferring a credit equivalent to the funds staked in the wager from the wager account 102D of the losing player 112, 114, 116 to the wager account 102D of the winning player 112, 114, 116. In various embodiments, the wager amount may be reduced by a transaction fee charged by the wagering system 102. In this manner, no funds need to be transferred directly between users of the wagering system 102; instead, the server 102A can be configured to update balances of the wager accounts 102D to reflect the results of wagers won or lost by the players 112, 114, 116.
At step 264, if neither player 112, 114, 116 confirms the outcome, if only one player 112, 114, 116 confirms the outcome, or if the players 112, 114, 116 confirm different outcomes, then no prize may be transferred between wager accounts 102D. In this event, at step 270, the dispute settlement system 102H may be invoked to help to determine or settle the outcome of the video game wager. If one or both of the players 112, 114, 116 did not confirm the outcome, then the non-confirming player 112, 114, 116, or players 112, 114, 116, may be sent another email, reminding them to confirm the wager outcome and of the possible consequential adjustment to their user ratings if they do not confirm.
Otherwise, if the two players 112, 114, 116 confirm different outcomes at step 264, then the players 112, 114, 116 may receive each other's email addresses, for example, from the dispute settlement system 102H at step 270, in order to jointly resolve the discrepancy in reported outcomes. Also, the players 112, 114, 116 may be notified by the wagering system 102 of possible consequential adjustment to their user ratings, if they do not confirm matching outcomes. Through a link in this email communication, for example, the players 112, 114, 116 may be provided with a chance to re-confirm the outcome of the wager.
If the dispute can be satisfactorily resolved at step 272, then the credit transfer of step 266 can occur. If the dispute cannot be resolved at step 272, however, one or both players 112, 114, 116 may have their user ratings adjusted by the ratings system 102F, at step 268, as follows. If, after invoking the dispute settlement system 102H, neither player 112, 114, 116 confirms the outcome, then both players 112, 114, 116 user ratings may be adjusted by the ratings system 102F. If only one player 112, 114, 116 confirms the outcome, then only the other player's 112, 114, 116 user rating may be adjusted by the ratings system 102F. In certain embodiments, if the players 112, 114, 116 do not confirm the same outcome, then both players 112, 114, 116 user ratings may be adjusted by the ratings system 102F.
Users of the wagering system 102 may have user ratings displayed next to their stored wagers, based on the aforementioned rating factors. For instance, new users could start with an initial, predetermined percentage user rating that can be adjusted in accordance with subsequent actions of the users in view of the rating factors. While users may have multiple skill levels for different video games and game modes, the users may be provided with a single user rating, which may be impacted by the manner in which they utilize the wagering system 102 with respect to wagered video game play. Over time, it can be seen that the user ratings system 102F can become a self-regulating device to penalize users who do not accurately, or who never, confirm the outcome of their wagers. It can be seen that the time a player 112, 114, 116 with a lower user rating may wait for a video game opponent to select his or her wager generally would be greater than the time that a player 112, 114, 116 with a higher user rating would have to wait. Moreover, a user may not be allowed to accept wagers of other players 112, 114, 116 wagers, if that user's rating falls below a specified threshold level. The application of the user rating system 102F thus reduces the possibility that a user can misuse or ignore the confirmation system 102E.
Following the credit transfer at step 266, the wagering system 102 may be configured to process the outcome of the concluded match, at step 274, to alter a competency structure 102G maintained by the wagering system 102 for the players 112, 114, 116. The competency structure 102G may be created and configured as follows. Each user of the wagering system 102 can be given skill levels in a particular video game based on a combination of factors, including, for example, the amount of money won or lost, as well as a win-loss record or other score achieved, by playing the video game against other users for wagers. For example, users might be given a skill level between one and ten, one representing an extremely poor player and ten representing an exceptional player. In this example, the skill level in a given video game would increase, if a win-loss record or a wagered amount won by the user improved, according to established algorithms. The users may access their skill levels, as well as win-loss records or other scores achieved on the “player profile” page 1502 by clicking on the “player profile” link 816E on the vertical toolbar 816 included on each member page. If a user has not yet played a particular video game for a wager, then an initial, mid-range skill level may be given to the user, for example. The wagering system 102 may be configured to not set the initial skill level to the lowest possible skill level, because the user might be relatively experienced playing the video game but has not yet played the game for a wager using the wagering system 102. Based on the function of the competency structure 102G, the wagering system 102 can be configured to permit players 112, 114, 116 of lower skill levels to challenge other players 112, 114, 116 with substantially the same or better skill levels, but the converse may or may not be permitted by the wagering system 102.
Embodiments of the invention may also include a myriad of manifestations of team game play (e.g. “cooperative”), from two-on-two competitions to games where multiple players 112, 114, 116 compete on the same team against a similar number of opponents on an opposing team. Additional links may be added to the pull-down menu 1004, for example, for different modes of team play and distinct wager pages 1702 may be created for each type of network game-playing mode. For instance, there could be separate links to different wager pages 1702 for one-on-one competitions, as compared to two-on-two competitions. For each team game playing mode, a similar mode of operation to what has been described previously herein would permit wagering on match play. To permit multiple players 112, 114, 116 to compete together for a wager, for example, one player 112, 114, 116 may access the page of the web site 102C that displays the list of stored wagers for the game and network game-playing mode that his or her team wishes to play. An example of a wager page 2702 for team game play is illustrated in the screen display of
Each teammate may need to confirm storage or acceptance of the team wager, such as by indicating confirmation on a web site 102C, for example, or by accessing a link in an email communicated by the wagering system 102. If all team members indicate their willingness to compete for the wager, then those users who accept the wager will receive the opposing team members' network identifications. Team video game play may then commence when the teams locate one another on the third-party multiplayer gaming network 104. After the competition concludes, each member of either team or a single representative player elected by each team, may confirm the outcome of the wager, substantially in accordance with the process described above. The wager, possibly deducted by a transaction fee, may then be distributed evenly from each member of the losing team's wager accounts 102D to each member of the winning team's wager accounts 102D.
In various embodiments, the competency structure 102G may be altered to raise or lower the skill level of each of the players 112, 114, 116 on either team, with respect to the video game and/or the network game-playing mode. For this reason, in certain embodiments, a user could have multiple skill levels in the same game for disparate game modes. Although one player 112, 114, 116 may accept or store a wager, all members of the team may be required to be registered users of the wagering system 102 and have sufficient available credit in their respective wager accounts 102D to cover a pro rata portion of the total team wager to allow the wager to be stored or accepted pursuant to team play.
In various embodiments, a member profile may be created for each user as a part of registration, and then updated using, for example, an “update profile” link 1504 on the “player profile” page 1502, through an application of the member profile system 102J. Member profile pages 2902 may be accessed, for example, through a “player profile” function 1718 on wager pages 1702, which allows users to search for member profiles by usemame, user rating, and/or skill level in a game. An example of a member profile page 2902 is shown in the screen display of
In various embodiments of the invention, each member profile page 2902 may include a “challenge” button or function 2904 that allows challengers to access at step 280 a “challenge form” 3004, an example of which is shown in the screen display 3002 of
In order to send a challenge at step 283, the challenger may need to click on the “send” button or function 3012 on the “challenge form” 3004 and then agree to the terms and conditions on a confirmation page 3102. If players 112, 114, 116 indicate their agreement on the confirmation page 3102, then a notification 3204, an example of which is seen in screen display 3202 of
At step 284, by clicking on a link 1604, 1606 to a received challenge, opponent players 112, 114, 116 may access a “received challenge form” 3304 that may display, for example, an “accept” button or function 3306, a “decline” button or function 3308, and/ or, a “counter” button or function 3310, through which they may “accept” (at step 285A), “decline” (at step 285B), or “counter-challenge” (at step 285C, e.g., suggest to the challenger that they compete for a different wager), the received challenge. An example of the “received challenge form” 3304 is shown in the screen display 3302 of
In order to compete for a received challenge, the opponent may click on the “accept” button or function 3306 on the “received challenge form” 3304 at step 285A, and then indicate acceptance of the terms and conditions of the wager on a confirmation page 3402, an example of which is illustrated in
On the other hand, if the opponent player 112, 114, 116 clicks on the “decline” button or function 3308 at step 285B, then the received challenge may be deleted from the opponent's “Inbox” of received challenges, as well as from the challenger's “Outbox” of sent challenges.
If the opponent clicks on the “counter” button or function 3310 at step 285C, then a “counter-challenge form” 3604, an example of which can be seen in screen display 3602 of
In certain embodiments, it can be seen that challenges and counter-challenges may be exchanged repeatedly or iteratively until a challenge configuration suitable to both challenger and opponent can be achieved. At step 291, the players 112, 114, 116 involved in the challenge wager may confirm the outcome of their match in one of the ways previously described herein.
Challenges may be deleted from “challenge mailbox” pages 1602 in the following cases, in addition to the aforementioned case of when a received challenge is declined at step 285B. The challenger may cancel a sent challenge by clicking on its link 1608, 1610, 1612, in order to access the relevant “sent challenge form” 3704 and then clicking on, for example, a “cancel challenge” button or function 3706. An example of a “sent challenge form” 3704 is shown in screen display 3702 of
In various embodiments, the challenge system 102I can be utilized to permit spontaneous challenging between/among players 112, 114, 116 who have indicated readiness to engage in wagered competition in a particular networked video game, using the challenge room system 102K. To engage in this form of wagering, a challenger may click on a “Challenge Room” link in the pull-down menu 1004 of sub-links 1006 for a game, for example, which then directs the challenger to the related challenge room page 3802, an example of which may be seen in
In order to send a challenge, users may need to click on a “send” button or function 4008 and then indicate their acceptance of the terms and conditions on a confirmation page 4102, an example of which can be seen in the screen display of
In various embodiments, opponents may be presented with a “challenge room notification” 4304 after a challenge is sent, an example of which may be seen in the screen display 4302 of
In various embodiments of the invention, there may be certain restrictions placed on usage of the challenge room system 102K by the players 112, 114, 116. For example, challengers and/or challenged players may be limited to sending and/or accepting one challenge at a time. Once users accept a challenge, their usemame and associated information may be differentiated from the information of those users who are available to wager, so that the players 112, 114, 116 know whom they can challenge in the challenge room 3802. In certain embodiments, the information of users who have accepted challenges may appear in italics in a distinct section on the challenge room page 3802. Challenges made in the challenge room may expire, so that an opponent can no longer accept the challenge if the opponent does not respond within a certain time period, or if the challenger enters into a wager with or accepts a challenge from another user. If a user leaves a challenge room page 3802, by accessing another web page, then that user's associated information may be removed from the challenge room page 3802. In certain embodiments, a player 112, 114, 116 may only be able to enter a challenge room page 3802 if a user rating is above a designated threshold level; and may only be able to send or accept challenges if they have sufficient available credit in the wager account 102D. In certain embodiments, only members (e.g., not visitors) may be able to enter the challenge room page 3802.
In certain embodiments, competitors may be able to engage in simultaneous wagered competitions without leaving a challenge room page 3802. For example, after the wagering system 102 processes an accepted challenge, the challenger may be presented with an “opponent notification” 4604 informing the challenger that the wager was accepted and providing the network identification of the opponent in the challenge. An example of an “opponent notification” 4604 is shown in the screen display 4602 of
With respect to challenges sent through member profiles to challenge mailboxes and challenges sent in challenge rooms, after a challenge has been accepted, the wagering system 102 may deal with it in substantially the same functional manner as if it were an accepted stored wager. For example, the confirmation system 102E and the dispute settlement system 102H may be applied to ascertain challenge wager outcomes. One difference between the exchange-based (e.g., storing/accepting wagers) and challenged-based (e.g., sending/accepting challenges) wagering processes with respect to the confirmation/dispute settlement process is that players 112, 114, 116 in the challenge room page 3802 have the opportunity to confirm wager outcomes in a more immediate, direct manner within the room 3802, in addition to other means of confirmation described above. Moreover, the ratings system 102F and the competency structure 102G may be updated in certain embodiments subsequent to competition and/or confirmation (e.g., ratings and skill levels may be altered), in substantially the same manner as if an accepted challenge were an accepted stored wager.
In various embodiments, with reference to
The networked game wagering room page 4802 may be functionally similar to the aforementioned challenge room page 3802 in many respects. For example, when the players 112, 114, 116 enter the networked game wagering room page 4802, their usemames, user ratings, and skill levels competing in the game can be depicted in a section 4804 devoted to information regarding players 112, 114, 116 available for wagered competition. If a player 112, 114, 116 leaves the room 4802 by accessing another web page, then that player's 112, 114, 116 information may be removed from the networked game wagering room page 4802. Te networked game wagering room page 4802 may allow both exchange-based and challenge-based wagering, instead of just challenge-based wagering, and all wagered competition may occur on a network 104 or game server 126 that is directly operatively associated with the wagering system 102 through application of the video game wagering system 102L, as opposed to a third-party gaming network 104, for example.
For example, after clicking on a video game title link in the “Wager Center” section 810, an entrance notification 4904 may be displayed prompting the users to store a wager at step 304A for which they wish to compete and/or indicate whether or not they want to compete for free. An example of an entrance notification 4904 is shown in the screen display 4902 of
An “accept” button or function 4806 and/or a “challenge” button or function 4808 may be included within the room 4802 for each player 112, 114, 116. If a user clicks on an “accept” button or function 4806 at step 304B and agrees to the terms and conditions on a confirmation page 5102 (an example which can be seen in
If a user clicks on the “challenge” button or function 4808 at step 304C, then a similar process may occur, as if the user had challenged a player 112, 114, 116 in the challenge room page 3802. In this case, a “networked game challenge form” 5204 may be displayed that allows the user to input a wager 5206 for which they would like to compete for against the challenged player 112, 114, 116, as well as a message 5208 for their intended opponent. An example of a “networked game challenge form” 5204 can be seen in the screen display 5202 of
After a challenge has been sent, the opponent player or players 112, 114, 116 may see a “challenge notification” 5404 appear automatically on their screens, an example of which is shown in the screen display 5402 of
After accepting a stored wager or challenge, competitors may be directly linked on a directly operatively associated multiplayer gaming network 104, or directly operatively associated game server 126, so that they can engage in wagered competition through the wagering system 102. Following networked competition, the wager outcome can be confirmed at step 308, using a similar process or processes similar to what has been described previously hereinabove, such as through voluntary confirmation of the players 112, 114, 116, and/or through automatic verification by an outcome confirmation system, for example. For example, the competitors may see an “instant confirmation notification” 6004 on their screen, through which they can confirm the outcome, in addition to through the other aforementioned manners to confirm. An example of an “instant confirmation notification” 6004 is shown in the screen display 6002 of
In certain embodiments, wager outcomes may be verified automatically through the application of an outcome monitoring system operatively associated with the confirmation system 102E, for example. The outcome monitoring system may be provided as an alternative to competitors verifying their own wager outcomes and may be configured such that wagers can be immediately transferred to the winning competitor or competitors. The outcome monitoring system may be configured to function in a variety of ways. For example, certain networked video game software may be coded in a manner that allows network operators to collect and analyze data regarding competitions (e.g., which competitor won a match). For such video games, the outcome monitoring system can interact directly with the game software, so as to automatically verify wager outcomes.
Even if the game software is not coded to facilitate the collection and analysis of data regarding game play, however, wager outcomes still may be determined automatically by the outcome monitoring system. For instance, the wagering system 102 may be configured with a conventional screen capture software, such as the software employed by “Poker Tracker” (PJI, Inc.), or a functionally equivalent software, which can ascertain elements of ongoing game play by analyzing screenshots of the video output of video games. The screen capture software can recognize designated alphanumeric characters, if the software knows what data to look for and where to look on the screen to obtain the data. The screen capture software allows for the verification of winners or losers by screening the video output generated by video game play for a set of alphanumeric patterns or other information that denotes which player won a video game match. The screen capture software can be configured to recognize a set of alphanumeric characters, for example, or other data that appear in a designated screen location within the video game in each match. The screen capture software may also be configured to associate a player's 112, 114, 116 network identification, for example, with the particular individual or team which played in the video game match.
Examples of screen displays that permit the wagering system 102 to associate a network username with a competitive identity in a game are depicted in
In various embodiments, competitors may be able to engage in simultaneous wagered competitions without having to re-enter the networked game wagering room page 4802. For example, if competitors confirm the same outcome in an “instant confirmation notification” 6004 (as shown in the sample screen display 6002 of
In certain embodiments, a challenger player 112, 114, 116 may also challenge an opponent player 112, 114, 116 to a challenge wager associated with a video game match to be played on a directly operatively associated multiplayer gaming network 104 or a directly operatively associated game server 126, through a “challenge form” 3004 accessed on the opponent player's profile page 2902 and sent to the Inbox of the opponent player's challenge mailbox. In this case, the challenger may select a video game on the “challenge form” 3004 for which game play occurs on a directly operatively associated multiplayer gaming network 104 and/or a directly operatively associated game server 126, by using the game selection function 3006. The challenger may also specify a competition time at which the opponent player should be ready to compete, so that play can automatically begin on a directly operatively associated multiplayer gaming network 104 or a directly operatively associated game server 126 at that time, if the challenge wager is accepted. In various embodiments, the outcome of video game play may be confirmed, the competency structure 102G may be altered, and/or the ratings system 102F may be updated in various ways as described herein.
In various embodiments of the invention, video game tournament play may be conducted for prizes through use of the wagering system 102. In operation, the wagering system 102 can schedule a combination of daily, weekly, monthly, quarterly, and/or annual tournaments, for example, each of which may have successively larger prizes inversely related to the frequency with which it is held. Each of these tournaments may be limited to a fixed number of players. Prior to a tournament, the wagering system 102 may create separate contests for an established number of players 112, 114, 116, according to the order of their registration. For instance, in daily tournaments, the first sixty-four players 112, 114, 116 to indicate their desire to participate might be in the first group, the second sixty-four players 112, 114, 116 in another group, and so forth, until an entry cut off time before the tournament and when the final tournament grouping was filled. The size of tournaments may be crafted to strike the right balance between having enough participants to generate a large tournament prize with a relatively low buy-in, while not having so many rounds that players 112, 114, 116 would lose interest in continued game play as the tournament progressed.
The weekly, monthly, quarterly, and annual tournaments may be held with more rounds than the daily tournaments to allow for a larger tournament prize without making the buy-in too excessively high. For example, the wagering system 102 could allow 4,096 players to register for $250, in which an approximately $1 million tournament prize could be awarded. To motivate players 112, 114, 116 to compete in multiple rounds without tiring or losing interest, the wagering system 102 may establish set breaks, after a fixed number of rounds during larger tournaments to give players a chance to recuperate, as is done in poker tournaments, for example.
For conducting tournament play, the wagering system 102 may employ the same or similar processes and platforms as those that have been previously described. Such tournaments may involve a player 112, 114, 116 paying a fixed buy-in, however, as opposed to selecting a wager and would have successive rounds in which players 112, 114, 116 are eliminated, as opposed to a single match. These structural differences between match play and tournament play may require certain modifications known to those skilled in the art to the processes and systems described above. Prior to the designated start time of a tournament, participants may be required to register. To register, participants may, for example, click on a “tournament” link on the pull down menu 1004 of sub-links related to a game, which may direct them to a tournament-scheduling page 6202, an example of which is shown in the screen display of
In operation, prior to the beginning of a tournament, participants may be required to enter a “tournament room” page 6402, an example of which is shown in the screen display of
Based on the outcomes of wagered matches, the wagering system 102 may then establish the next match between the winner and another victorious player 112, 114, 116. Then the second round of the tournament would progress, and so forth into the remaining rounds until the final match of the tournament. In this manner, players 112, 114, 116 would probably not have to wait long between successive rounds, since those participants who finished earlier than others could play each other. The tournament could be configured such that no two players 112, 114, 116 would be allowed to compete who had played different numbers of matches, in order to assure that they were in the same round of the competition, unless an uneven number of participants remained due to a disqualification as a result of improper confirmation, in which case the last participant to proceed to a round may be credited automatically with a win in that round. This winnowing down of the playing field would continue until one winner remained, at which point the wagering system 102 may recognize that the tournament has concluded and credit the pooled buy-ins to the credit balances of the wager accounts 102D of the participants who had made it far enough into the tournament to warrant part of the prize, according to the payout structure of the tournament. As in the case of match play, the wagering system 102 may subtract a transaction fee from the tournament prize prior to updating user credit balances. This transaction fee may be established prior to the tournament and may be either a fixed amount or calculated as a percentage of the tournament prize.
Furthermore, certain video games played on third-party multiplayer gaming networks 104, due to certain aspects of game play, may require that specialized wagering interfaces be built, in order to facilitate exchange-based and/or challenge-based wagering on associated competitions. For instance, when players 112, 114, 116 compete on a “World of WarCraft” multiplayer gaming network 104 (Blizzard Entertainment), in certain cases, players 112, 114, 116 who play with one competitive party may not be permitted to compete with players 112, 114, 116 who play with the same competitive party (e.g., players who compete with “the Horde” may not be able to compete against other players who compete with “the Horde,” depending upon the game server on which the network competition takes place). For this reason, to match users who wish to wager on game play on the multiplayer gaming network 104, for example, the wagering system 102 may be configured to only allow users to accept stored wagers or received challenges, if those users compete with a different competitive party than their prospective competitor. Similarly, players may have to specify the third-party game server on which they are competing for certain games that can be played on a large number of distinct game servers. In this case, different wager pages or challenge rooms, for example, can be provided with respect to distinct game servers.
Likewise, the wagering system 102 may facilitate wagering on game play that does not involve head-to-head competition by altering the terms of the wager with respect to how it will be awarded. For instance, “Deathmatch” is a networked game-playing mode that is commonly integrated into first-person shooter video games. The goal of a “Deathmatch” game is to kill as many other players as possible until a certain condition or limit is reached, such as when the leading player has achieved a certain number of kills or a time limit. Once one of these conditions is met, the match is over, and the winner is whoever has accumulated the most kills. In order to facilitate wagering on a “Deathmatch,” the wagering system 102 may confirm which of the competitors who placed wagers has the most kills. In this manner, the wagering system 102 does not have to confirm which participant won the game played on the network (e.g., involving some players who may have wagered and some who did not), but confirms how those players who wagered on the match performed relative to each other. In certain embodiments, a similar process can facilitate wagering on network car races, for example, involving large numbers of participants through the determination of which of the competitors who had wagered had the faster time, as well as on many on other types of networked games.
In various embodiments, users of the wagering system 102 may wager other items of value other than money. For instance, the wagering system 102 could award each new member points and/or tokens upon registering, which may then be wagered instead of money. Such points and/or tokens can then be exchanged for prizes and/or discounts at an online store, for example, operatively associated with the wagering system 102, or an online store operated by a third-party.
The examples presented herein are intended to illustrate potential and specific implementations of the present invention. It can be appreciated that the examples are intended primarily for purposes of illustration of the invention for those skilled in the art. No particular aspect or aspects of the examples are necessarily intended to limit the scope of the present invention. For instance, screen displays included herein are examples provided merely for convenience of disclosure for those skilled in the art.
It is to be understood that the figures and descriptions of the present invention have been simplified to illustrate elements that are relevant for a clear understanding of the present invention, while eliminating, for purposes of clarity, other elements. For example, certain operating system details and modules of network platforms are not described herein. Those of ordinary skill in the art will recognize, however, that these sorts of focused discussions would not facilitate a better understanding of the present invention, and therefore, a more detailed description of such elements is not provided herein.
Any element expressed herein as a means for performing a specified function is intended to encompass any way of performing that function including, for example, a combination of elements that performs that function. Furthermore the invention, as defined by such means-plus-function claims, resides in the fact that the functionalities provided by the various recited means are combined and brought together in a manner as defined by the appended claims. Therefore, any means that can provide such functionalities may be considered equivalents to the means shown herein.
In general, it will be apparent to one of ordinary skill in the art that some of the embodiments as described hereinabove may be implemented in many different embodiments of software, firmware, and/or hardware. The software code or specialized control hardware used to implement some of the present embodiments is not limiting of the present invention. For example, the embodiments described hereinabove may be implemented in computer software using any suitable computer software language type such as, for example, C or C++ using, for example, conventional or object-oriented techniques. Such software may be stored on any type of suitable computer-readable medium or media such as, for example, a magnetic or optical storage medium. Thus, the operation and behavior of the embodiments are described without specific reference to the actual software code or specialized hardware components. The absence of such specific references is feasible because it is clearly understood that artisans of ordinary skill would be able to design software and control hardware to implement the embodiments of the present invention based on the description herein with only a reasonable effort and without undue experimentation.
Moreover, the processes associated with the present embodiments may be executed by programmable equipment, such as computers. Software that may cause programmable equipment to execute the processes may be stored in any storage device, such as, for example, a computer system (non-volatile) memory, an optical disk, magnetic tape, or magnetic disk. Furthermore, some of the processes may be programmed when the computer system is manufactured or via a computer-readable medium. Such a medium may include any of the forms listed above with respect to storage devices and may further include, for example, a carrier wave modulated, or otherwise manipulated, to convey instructions that may be read, demodulated/decoded and executed by a computer.
It can also be appreciated that certain process aspects described herein may be performed using instructions stored on a computer-readable medium or media that direct a computer system to perform process steps. A computer-readable medium may include, for example, memory devices such as diskettes, compact discs of both read-only and read/write varieties, optical disk drives, and hard disk drives. A computer-readable medium may also include memory storage that may be physical, virtual, permanent, temporary, semi-permanent and/or semi-temporary. A computer-readable medium may further involve one or more data signals transmitted on one or more carrier waves.
A “computer” or “computer system” through which a user may access the wagering system 102 may be, for example, a wireless or wire line variety of a microcomputer, minicomputer, server, mainframe, laptop, personal data assistant (PDA), wireless e-mail device (e.g., “BlackBerry” trade-designated devices), cellular phone, cable box, pager, processor, fax machine, scanner, or any other programmable device configured to transmit and receive data over a network. Moreover, it can be seen that the game consoles 106, 108, 110 themselves may take on the functionality of a “computer” or “computer system” with respect to allowing users to directly access and/ or manipulate online content. Specifically, players 112, 114, 116 may be able to utilize the wagering system 102 through their consoles 106, 108, 110, respectively, using their consoles' 106, 108, 110 input/ output controls, in a similar manner as if they were accessing the wagering system 102 through a personal computer. Likewise, it can also be seen that cable or satellite boxes may take on the functionality of a “computer” or “computer system” with respect to allowing users to access and/ or manipulate online content. For example, players 112, 114, 116 may be able to utilize the wagering system 102 through their cable or satellite boxes, using buttons and/or other functions on a remote control to manipulate wagering features, in a similar manner as if they were accessing the wagering system 102 through a personal computer. With respect to accessing the wagering system 102 through game consoles 106, 108, 110 and cable or satellite boxes, it can be seen that the wagering system 102 may be customized for accessibility solely by one or both of these types of devices, so that its features could be more easily manipulated by, for example, a console controller and/ or a cable or satellite box remote control.
It can also be seen that a third-party network operator may utilize this wagering system 102 to offer wagering features built into its multiplayer gaming network 104. The wagering system 102 may be adapted to permit players 112, 114, 116 to wager and confirm outcomes directly though the game consoles 106, 108, 110, respectively, by accessing wager features built into the multiplayer gaming network 104 using the input/ output controls of their game consoles 106, 108, 110. In this case, the process by which wagering may take place may be substantively similar to the aforementioned description of using the wagering system 102 with respect to game play on a directly operatively associated multiplayer gaming network 104.
Computer devices disclosed herein may include memory for storing certain software applications used in obtaining, processing and communicating data. It can be appreciated that such memory may be internal or external to the disclosed embodiments. The memory may also include any means for storing software, including a hard disk, an optical disk, floppy disk, ROM (read only memory), RAM (random access memory), PROM (programmable ROM), EEPROM (electrically erasable PROM), and other computer-readable media.
In various embodiments of the present invention disclosed herein, a single component may be replaced by multiple components, and multiple components may be replaced by a single component, to perform a given function or functions. Except where such substitution would not be operative to practice embodiments of the present invention, such substitution is within the scope of the present invention. Any of the servers described herein, for example, may be replaced by a “server farm” or other grouping of networked servers that are located and configured for cooperative functions. It can be appreciated that a server farm may serve to distribute workload between/among individual components of the farm and may expedite computing processes by harnessing the collective and cooperative power of multiple servers. Such server farms may employ load-balancing software that accomplishes tasks such as, for example, tracking demand for processing power from different machines, prioritizing and scheduling tasks based on network demand, and/or providing backup contingency in the event of component failure or reduction in operability.
While various embodiments of the invention have been described herein, it should be apparent, however, that various modifications, alterations and adaptations to those embodiments may occur to persons skilled in the art with the attainment of some or all of the advantages of the present invention. The disclosed embodiments are therefore intended to include all such modifications, alterations and adaptations without departing from the scope and spirit of the present invention as set forth in the appended claims.
Claims
1. A wagering system comprising:
- a server configured for processing at least one wager on a video game match to be played by players on a multiplayer gaming network;
- at least one database operatively associated with the server, the database being configured for storing information related to the video game wager; and,
- a challenge system operatively associated with the server, the challenge system being configured to permit a challenger player to challenge an opponent player to a challenge wager associated with the video game match.
2. The wagering system of claim 1, further comprising a confirmation system configured to receive confirmation of the outcome of the video game match.
3. The wagering system of claim 1, further comprising at least one web site page operatively associated with the server to allow selection from among a set of video games that can be played for wagers.
4. The wagering system of claim 3, further comprising the set of video games being separated into multiple sections according to a factor selected from the group consisting of a multiplayer gaming network associated with the video game, a type of video game, and a gaming mode.
5. The wagering system of claim 1, further comprising at least one web site page operatively associated with the server to allow storage of a wager in association with at least one video game.
6. The wagering system of claim 1, further comprising at least one web site page operatively associated with the server to allow acceptance of a wager in association with at least one video game.
7. The wagering system of claim 1, further comprising at least one player profile stored on the database.
8. The wagering system of claim 1, further comprising the server being configured to transfer a wager amount based on the outcome of the video game match.
9. The wagering system of claim 1, further comprising a competency structure operatively associated with the server, the competency structure being configured for maintaining at least one skill level of at least one of the players.
10. The wagering system of claim 1, further comprising the database being configured to store multiple wagers for a particular video game or for multiple video games.
11. The wagering system of claim 1, further comprising the database being configured to permit removal of an unaccepted, stored wager.
12. The wagering system of claim 1, further comprising the server being configured to automatically communicate to the players that they should compete upon determining compatibility of stored wagers.
13. The wagering system of claim 12, wherein determining compatibility includes comparing skill levels associated with the players.
14. The wagering system of claim 1, further comprising a ratings system operatively associated with the server, the ratings system being configured to adjust a rating of at least one player.
15. The wagering system of claim 1, wherein the video game includes a video game that can be played by multiple players as a team.
16. The wagering system of claim 2, further comprising the confirmation system being configured to award a prize to the winning player upon receiving the same confirmation of the wager outcome from both players.
17. The wagering system of claim 1, further comprising a ratings system operatively associated with the server, the ratings system being configured for adjusting a rating of at least one of the players.
18. The wagering system of claim 17, further comprising the ratings system being configured to not allow a player to accept a wager if a rating of the player falls below a threshold level.
19. The wagering system of claim 2, further comprising a dispute settlement system operatively associated with the server, the dispute settlement system being configured for determining a wager outcome if the confirmation system receives a different confirmation of the wager outcome from each player.
20. The wagering system of claim 1, further comprising the challenge system being configured for permitting the challenger player to configure the challenge wager to be sent to the opponent player.
21. The wagering system of claim 1, further comprising the challenge system being configured for permitting the opponent player to select an action from the group consisting of accept, decline, and counter with respect to the challenge wager.
22. The wagering system of claim 1, further comprising a challenge room system for permitting challenger players to challenge opponent players in networked video game play.
23. The wagering system of claim 1, further comprising the server being configured to facilitate a video game tournament.
24. The wagering system of claim 1, further comprising the server being accessible through a game console.
25. The wagering system of claim 1, further comprising the server being accessible through a cable network connection.
26. The wagering system of claim 1, further comprising at least one web site operatively associated with the server, the web site being accessible through a game console.
27. The wagering system of claim 1, further comprising at least one web site operatively associated with the server, the web site being accessible through a cable network connection.
28. A method for facilitating wagering on a video game, the method comprising:
- processing at least one wager on a video game match to be played by players on a multiplayer gaming network;
- storing information related to the video game wager; and,
- permitting a challenger player to challenge an opponent player to a challenge wager associated with the video game match.
29. A computer-readable medium including instructions for causing a computer system to execute a method for facilitating wagering on a video game, the medium comprising:
- instructions for processing at least one wager on a video game match to be played by players on a multiplayer gaming network;
- instructions for storing information related to the video game wager; and,
- instructions for permitting a challenger player to challenge an opponent player to a challenge wager associated with the video game match.
30. A wagering system comprising:
- a server configured for processing at least one wager on a video game match to be played on a multiplayer gaming network, wherein the server is configured to enable wagered video game play through at least one electronic environment selected from the group consisting of a directly operatively associated game server and a directly operatively associated multiplayer gaming network;
- at least one database operatively associated with the server, the database being configured for storing information related to the video game wager; and,
- at least one of the following: (i) a challenge system operatively associated with the server, the challenge system being configured to permit a challenger player to challenge an opponent player to a challenge wager associated with the video game match; or, (ii) an exchange-based wagering system operatively associated with the server, the exchange-based wagering system being configured to match opponents to wager on a video game.
31. The wagering system of claim 30, further comprising a confirmation system configured to facilitate confirmation of the outcome of the video game match.
32. The wagering system of claim 30, further comprising an outcome monitoring system configured to automatically verify the outcome of the video game match.
33. The wagering system of claim 30, further comprising the server being configured to facilitate a video game tournament.
34. A method for facilitating wagering on a video game, the method comprising:
- processing at least one wager on a video game match to be played on a multiplayer gaming network, including enabling wagered video game play through at least one electronic environment selected from the group consisting of a directly operatively associated game server and a directly operatively associated multiplayer gaming network;
- storing information related to the video game wager; and,
- at least one of the following: (i) permitting a challenger player to challenge an opponent player to a challenge wager associated with the video game match; or, (ii) matching opponents to a wager on the video game match through an exchange-based wagering system.
35. A computer-readable medium including instructions for causing a computer system to facilitate wagering on a video game, the medium comprising:
- instructions for processing at least one wager on a video game match to be played on a multiplayer gaming network, including instructions for enabling wagered video game play through at least one electronic environment selected from the group consisting of a directly operatively associated game server and a directly operatively associated multiplayer gaming network;
- instructions for storing information related to the video game wager; and,
- at least one of the following: (i) instructions for permitting a challenger player to challenge an opponent player to a challenge wager associated with the video game match; or, (ii) instructions for matching opponents to a wager on the video game match through an exchange-based wagering system.
Type: Application
Filed: Apr 21, 2006
Publication Date: Nov 15, 2007
Inventor: Albert Betteridge (Greenwich, CT)
Application Number: 11/409,173
International Classification: A63F 9/24 (20060101);