Method and Apparatus for Gaming Reward Platforms
Method and systems for providing online gaming to a plurality of players through a network, such as the Internet is disclosed. A server enables the plurality of players on remote terminals to access a game application in the memory in the server through the network. A processor on the server monitors the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players. It also compares the activity level of each of the plurality of players and causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players. Various levels of rewards are contemplated.
The present invention relates to social gaming and to mobile gaming. It also relates to reward platforms for use in such gaming environments.
There are numerous games available, including online games. One type of online game that is becoming popular are social games.
Due to the large number of online social games available on the internet and through mobile devices, attracting players to the internet sites to play the social games can be difficult. Once the players are attracted to a site to play one or more games, maintaining these players and users on the sites is also difficult.
The stakes are high because the lifeblood of these sites is players and users playing the games. The survival of the sites generally depends on continued usage of the sites. It may also depend on the willingness of players to pay for various options offered by the online social game.
Accordingly, new and improved systems and methods of attracting players to the online social games are needed.
SUMMARY OF THE INVENTIONUnlike traditional reward programs, the player reward system and method of the present invention quantifies a player's use of, as well as the player's results in, a social game and compares them to all the other players in the game. It then automatically issues reward points to the players based on the use and results. The reward points are redeemable for cash, goods or services.
In accordance with one aspect of the invention, the reward points are based on algorithm uses factors such as logins, time played, game progression, game tier achieved, rate of play, acquisition of game items and players recruited and continuously updates against other players.
In accordance with one aspect of the present invention. A method of providing online gaming to a plurality of players, each of the plurality of players being on a remote terminal that is connected through a network to a server, the server having a processor and a memory. The server enables the plurality of players on the remote terminals to access a game application in the memory in the server through the network. The processor monitors the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players. The processor compares the activity level of each of the plurality of players and causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players.
In accordance with one aspect of the present invention, the step of monitoring the activity of each of the plurality of players can include monitoring a length of time the game application is accessed. It can also include monitoring for purchases of advertised goods or services. It can also include monitoring for purchases of extra points. It can further include monitoring for referrals of other players to the game application on the server.
In accordance with further aspects of the present invention, the step of rewarding can include the processor at the server determining a total revenue collected from the plurality of players accessing the game application and allotting a portion of the total revenue to the one or more of the plurality of players.
In accordance with one aspect of the present invention, the network is the Internet.
In accordance with further aspects of the present invention, a predetermined percentage of the plurality of players with the highest activity levels are allotted a portion of the total revenue.
In accordance with yet further aspects of the present invention, rewards are provided as follows. A first predetermined percentage of the plurality of players with the highest activity levels are allotted a first percentage of the total revenue. A second predetermined percentage of the plurality of players with the second highest activity levels are allotted a second percentage of the total revenue. A third predetermined percentage of the plurality of players with the third highest activity levels are allotted a third percentage of the total revenue. A fourth predetermined percentage of the plurality of players with the fourth highest activity levels are allotted a fourth percentage of the total revenue. The first percentage of the total revenue is higher than the second percentage of total revenue, which is higher than the third percentage of total revenue, which is higher than the fourth percentage of total revenue.
A system for providing online gaming is also provided by the present invention. In the system a plurality of players are on a remote terminal connected through a network to a server and the server has a processor, a memory connected to the processor and a gaming application stored in the memory and operable on the processor. The processor is operable to: monitor the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players; compare the activity level of each of the plurality of players; and cause a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players.
The activities monitored and the rewards issues have already been discussed above.
The server 12 enables the plurality of players 14 to 15 on the remote terminals to access a game application in memory in the server 12 through the Internet 10. A processor in the server 12 monitors the activity of each of the plurality of players 14 to 15 while accessing the game application to determine an activity level of each of the plurality of players 14 to 15. The processor compares the activity level of each of the plurality of players 14 to 15. The processor causes a reward to be issued to one or more of the plurality of players 14 to 15 based on the comparison of the activity level of each of the plurality of players 14 to 15.
In accordance with one aspect of the present invention, the step of monitoring the activity of each of the plurality of players includes monitoring a length of time the game application is accessed. It can also include for purchases of advertised goods or services by the each of the plurality of players. It can further include monitoring for purchases of extra points by each of the plurality of players. The step can also include monitoring for referrals of other players to the game application on the server by each of the plurality of players.
The step of monitoring the activity of each of the plurality of players 14 to 15 can include monitoring for many different types of activities. The types of activities monitored will depend on the type of social game being offered. As one example, the reward system and method of the present invention can be used on social games, such as the My Mad Millions game available on Facebook. In this game, a player is assigned a dollar amount which is to be spent without accumulating any assets. In the My Mad Millions game, the following activities can be monitored by the processor in determining how to reward the plurality of players 14 to 15: sports betting; battling another players, energy usage, spending power, casino usage, checking a stock quote; reaching an achievement; setting a daily outfit; visiting forums; renewing a rental; clearing a news feed; hitting a main page; transferring money; assigning a job to an entourage member; gaining a battle level; gaining an entourage member; spending My Mad Millions points; upgrading a statisitic; checking leaderboards; inviting a friend; checking achievements; checking a balance sheet to see how much money has been spent. It should be apparent that almost any activity on the game can be monitored.
Each activity can be credited with a point value. The point value is selected to try to encourage interesting activity on the social game to encourage players to continue to play the game and to encourage new players to play the game. For example, in accordance with one aspect of the present invention, a system that awards 1 point, 2 points, 3 points, 5 points, 10 points or 25 points to different activities can be used. The point value will depend on the game and what activities are being encouraged. Thus, the point value will vary from game to game and, even within a game, can vary from time to time.
Additionally, the points can be awarded on a time basis. Thus, a player cannot simply repeat a high-point value activity repeatedly because the system, in accordance with an aspect of the present invention, will only award points on a periodic basis. For example, in the My Mad Millions game, if the activity of checking a stock quote is to be rewarded with a point value, it might only be checked periodically, for example, every 15 minutes, every 30 minutes or every 60 minutes and points awarded every time the activity is checked or logged. Thus, if the activity of checking a stock quote were performed twice in 30 minutes and the server only awarded 3 points every 30 minutes for such activity, then the reward system of the present invention would only award 3 points—even though a player performed the activity twice in the relevant time period.
The period can also be measured through other means as well. For example, if sports betting during the game My Mad Millions is being measured, then points could be awarded for every $100,000, every $500,000 or every $1,000,000 bet.
As an activity by one of the players occurs, the processor in the server 12 notes the activity and the player identification. As described above, each of the activities has a point value, and as a player performs one of the activities, the processor adds that point value to the player's total point value. The points added may be limited in the manner described in the previous two paragraphs.
On a periodic basis, the processor in the server 12 compares the activity level of each of the plurality of players 14 to 15 in terms of the total points awarded to each of the players. The processor then causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players.
In accordance with one aspect of the present invention, the step of rewarding performed by the processor includes the processor at the server determining a total revenue collected from the plurality of players accessing the game application and allotting a portion of the total revenue to the one or more of the plurality of players based on the comparison of the activity levels. In accordance with further aspects of the present invention, a predetermined percentage of the plurality of players with the highest activity levels are allotted a portion of the total revenue. In one method of issuing the reward, a first predetermined percentage of the plurality of players with the highest activity levels are allotted a first percentage of the total revenue, a second predetermined percentage of the plurality of players with the second highest activity levels are allotted a second percentage of the total revenue, a third predetermined percentage of the plurality of players with the third highest activity levels are allotted a third percentage of the total revenue and a fourth predetermined percentage of the plurality of players with the fourth highest activity levels are allotted a fourth percentage of the total revenue, the first percentage of the total revenue being higher than the second percentage of total revenue, which is higher than the third percentage of total revenue, which is higher than the fourth percentage of total revenue. Any measure of revenue can be used.
The processors, interface circuitry, memory and other devices in the server 12 can be arranged in many different architectures, depending on many parameters such as scalability. Thus, for example, the server 12 can comprise, and usually would comprise, a plurality of servers and other equipment such as processors that implement the features of the present invention.
The web server 16 controls a player's access to the game and the game flow. It can include processors, memory and game application software. When a player 14 or 15 attempts to access the game, the web server 16 makes sure that the player is authorized to access the game by checking user names and passwords. The web server 16 then accesses the game and a player's profile and presents one or more screens over the internet 10 to the players 14 and 15. Based on the selections of the players 14 and 15, the web server 16 helps to determine the next steps, including the outcome of any activities based on the activities selected by the player 14 and 15.
The reward server 18, in accordance with this embodiment of the present invention, is used to determine the rewards to be given to each player 14 and 15, based on usage of the game. The reward server 18 operates periodically. When it operates, it accesses the comparison engine 24, which accesses the database server 22, to determine player activity levels based on a set of rules. Thus, as previously described, for each player 14 and 15 accessing the game, it determines what activities were performed and what points those activities are worth. It can also determine the frequency that those activities were performed and award points in accordance with frequency rules as well. Thus, even if an activity were performed multiple times during a time period, the reward server 18 will only award the points for that activity once during the allowable time period.
The advertising server 20 maintains a database of advertisements to be offered in the social game. The advertising server 20 is accessed by the web server 16 to determine what advertisements to offer players of the social game while they are playing the game.
The database server 22 maintains a database of the activity of each of the players. For each player action, the database server 22 receives a signal from the web server 16 and updates the database based on the player activity. For example, for each player activity, the database server 22 updates the database with the player identification, the date of the activity, the time of the activity, the activity, the result of the activity and other information.
The comparison engine 24 includes processors and memory. When accessed by the reward server 18 to determine rewards, it accesses the database and the database server 22 to determine the leading players in accordance with a set of rules. The comparison engine 24 sends the results identifying the top players to the reward server 18, which then issues the rewards to the players 14 and 15. Reference to a server in this document includes the single server embodiment shown in
The present invention can be implemented with a number of networked video games. For example, it can be implemented with the My Mad Millions video game. In this game, players receive money which has to be spent without accumulating assets. The game is accessed by a variety of players over a network, such as the Internet. The network, however, can be any type of network, such as a wireless telecommunications network. Various stages are available, and the game provides many different activities to spend money. In accordance with one aspect of the present invention, those activities are monitored and rewards are issued to the top players.
Each of these activities illustrated in these figures are meant to be illustrative. Any number of activities can be monitored. Further, the activities of any number of different games can be monitored and points awarded based on usage and activities.
The web server 16 monitors all of these activities, stores the activity information in a database. The Reward Server 18 periodically causes the Comparison Engine 24 to monitor the database information to determine the most active players 14 and 15 in accordance with a set of rules and issues rewards to the players 14 and 15.
In step 102, the database server 22 logs the player identification and the activity in a database. The database server 22 also stores other information, such as the date and time of the activity in the database.
In step 104, the comparison engine 24 reads the activity log on the database server 22. The comparison engine 24 performs this activity on a periodic basis. It could be hourly, daily, weekly, monthly, or any other period. In accordance with one embodiment, the comparison engine 24 reads the activity log on a daily basis. Based on a set of rules, the comparison engine 24 determines daily usage for each registered player. This is done, in accordance with one aspect of the present invention, by determining the activity points for each player in accordance with a set of rules. The rules may include a point value for each activity level, a time factor for each activity level or another parameter, such as money spent, for each activity level.
In step 106, the reward server 18 accesses an activity log on the database server to determine rewards. The access occurs periodically. For example, the access can occur twice a month, or any other frequency. The result from step 104 stored in the database server and then accessed in this step.
In step 106, the reward server 18 compares the activity level of each of the plurality of players and causes a reward to be issued to one or more of the plurality of players based on the comparison of the activity level of each of the plurality of players.
The step of monitoring the activity of each of the plurality of players performed in step 100 can include monitoring a length of time the game application is accessed. It can also include monitoring for purchases of advertised goods or services by each player while they play the game. It can further include monitoring for purchases of extra points by each player while the play the game. It can also include monitoring for referrals of other players to the game application on the server.
The step 106 of rewarding can include the reward server 18 determining a total revenue collected from the plurality of players accessing the game application and allotting a portion of the total revenue to the one or more of the plurality of players.
In accordance with one aspect of the present invention, in the step 106, a predetermined percentage of the plurality of players with the highest activity levels are allotted a portion of the total revenue. Thus, for example, each day, the top 20% of users, as determined by the comparison engine 24 determining the total activity points accumulated by a player 14 or 15 over the day, receive a share of the revenue generated by the game.
In accordance with another aspect of the present invention, in the step 106, a first predetermined percentage of the plurality of players with the highest activity levels are allotted a first percentage of the total revenue, a second predetermined percentage of the plurality of players with the second highest activity levels are allotted a second percentage of the total revenue, a third predetermined percentage of the plurality of players with the third highest activity levels are allotted a third percentage of the total revenue and a fourth predetermined percentage of the plurality of players with the fourth highest activity levels are allotted a fourth percentage of the total revenue, the first percentage of the total revenue being higher than the second percentage of total revenue, which is higher than the third percentage of total revenue, which is higher than the fourth percentage of total revenue.
In accordance with other aspects of the present invention, the players with the highest activity levels can be issued reward cards by the reward server 18. For example, each day a player is in the top 20% of users as measured by the activity points, the reward server can issue a reward card to the player. Each reward card can be converted to cash and/or merchandise.
Claims
1. A method of providing online gaming to a plurality of players, each of the plurality of players being on a remote terminal that is connected through a network to a server, the server having a processor and a memory, comprising:
- the server enabling the plurality of players on the remote terminals to access a game application in the memory in the server through the network;
- the processor monitoring the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players;
- the processor comparing the activity level of each of the plurality of players;
- the processor comparing the activity level of each of the plurality of players and determining a revenue collected from each of the plurality of players accessing the game application; and
- the processor using results from comparing the activity level and the revenue to allot a portion of the revenue as a reward to one or more of the plurality of players.
2. The method of claim 1, wherein the step of monitoring the activity of each of the plurality of players includes monitoring a length of time the game application is accessed.
3. The method of claim 1, wherein the step of monitoring the activity of each of the plurality of players includes monitoring for purchases of advertised goods or services.
4. The method of claim 1, wherein the step of monitoring the activity of each of the plurality of players includes monitoring for purchases of extra points.
5. The method of claim 1, wherein the step of monitoring the activity of each of the plurality of players includes monitoring for referrals of other players to the game application on the server.
6. The method of claim 2, wherein the step of monitoring the activity of each of the plurality of players further includes monitoring for purchases of advertised goods or services, for purchases of extra points and for referrals of other players to the game application on the server.
7. The method of claim 1, wherein the network is the Internet.
8. The method of claim 1, wherein a predetermined percentage of the plurality of players with the highest activity levels are allotted a portion of the total revenue.
9. The method of claim 1, wherein a first predetermined percentage of the plurality of players with the highest activity levels are allotted a first percentage of the total revenue, a second predetermined percentage of the plurality of players with the second highest activity levels are allotted a second percentage of the total revenue, a third predetermined percentage of the plurality of players with the third highest activity levels are allotted a third percentage of the total revenue and a fourth predetermined percentage of the plurality of players with the fourth highest activity levels are allotted a fourth percentage of the total revenue, the first percentage of the total revenue being higher than the second percentage of total revenue, which is higher than the third percentage of total revenue, which is higher than the fourth percentage of total revenue.
10. A system for providing online gaming to a plurality of players, each of the plurality of players being on a remote terminal connected through a network to a server, the server having a processor, comprising:
- a server with a processor, a memory connected to the processor and a gaming application stored in the memory and operable on the processor, the server being connected to the network and enabling the plurality of remote terminals to access the gaming application on the server via the network; the processor being operable to:
- monitor the activity of each of the plurality of players while accessing the game application to determine an activity level of each of the plurality of players;
- compare the activity level of each of the plurality of players; and
- determine a revenue collected from each of the plurality of players accessing the game application; and
- allot a portion of the revenue as a reward to one or more of the plurality of players based on the activity level of each of the plurality of players and based on the revenue.
11. The system of claim 10, wherein a length of time the game application is accessed is monitored.
12. The system of claim 10, wherein purchases of advertised goods or services while the game application is accessed is monitored.
13. The system of claim 10, wherein purchases of extra points for purposes of playing the game application made while accessing the game application is monitored.
14. The system of claim 10, wherein referrals of other players to the game application on the server made while accessing the game application is monitored.
15. The system of claim 10, wherein purchases of advertised goods or services while the game application is accessed, purchases of extra points for purposes of playing the game application made while accessing the game application and referrals of other players to the game application on the server made while accessing the game application are also monitored.
16. The system of claim 10, wherein the network is the Internet.
17. The system of claim 10, wherein a predetermined percentage of the plurality of players with the highest activity levels are allotted a portion of the total revenue.
18. The system of claim 17, wherein a first predetermined percentage of the plurality of players with the highest activity levels are allotted a first percentage of the total revenue, a second predetermined percentage of the plurality of players with the second highest activity levels are allotted a second percentage of the total revenue, a third predetermined percentage of the plurality of players with the third highest activity levels are allotted a third percentage of the total revenue and a fourth predetermined percentage of the plurality of players with the fourth highest activity levels are allotted a fourth percentage of the total revenue, the first percentage of the total revenue being higher than the second percentage of total revenue, which is higher than the third percentage of total revenue, which is higher than the fourth percentage of total revenue.
Type: Application
Filed: Sep 22, 2010
Publication Date: Mar 22, 2012
Applicant: Apps Genius Corporation (Red Bank, NJ)
Inventors: Adam Kotkin (New York, NY), Douglas W. Walsh (Monmouth Junction, NJ)
Application Number: 12/888,010
International Classification: A63F 9/24 (20060101);