INTERACTIVE PREDICTIVE GAMES FOR PLAY ON A DEVICE CONNECTED TO A COMMUNICATIONS NETWORK

Games for play on a device connected to a communications network are described. Each game allows players to make predictions about some future event or sequence of events by using their devices to enter information indicative of the players' predictions. For example, some games allow players to predict market behavior during a particular time frame with respect to particular products, services, commodities, etc. The players' predictions are scored and can be ranked for each game. All players are awarded zero or more payouts (e.g., points) that are placed into accounts for those players. A player can redeem accumulated payouts that are stored in his account for cash or other awards.

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Description
BACKGROUND

The use of devices connected to communications networks, such as personal computers, has increased significantly in recent years. In addition, portable devices such as cellular telephones are now able to connect to the Internet or other packet data networks using wireless communication technologies. Together, these communications-network connected devices have made available a wide range of applications, including those intended for games and other entertainment. One type of application that has received increasing attention is interactive games that can be played using such devices. Although some games are intended for a single player using his or her device, games that can involve multiple players can enhance the playing experience.

SUMMARY

In one aspect of the disclosure, games to be played on a communications-network connected device are described. Each game allows players to make predictions about some future event or sequence of events by using their communications-network connected devices to enter information indicative of the players' predictions. For example, some games allow players to predict market behavior during a particular time frame with respect to particular products, services, commodities, etc. The players' predictions are scored and can be ranked for each game, and one or more players are awarded payouts (e.g., points) that are placed into accounts for those players. Although not required, preferably each game awards zero or more points to each player so that there is no disincentive to play a game. A player can later redeem accumulated payouts that are stored in his or her account for cash or other awards.

Some implementations allow for the total payout to all players of a specific game to exceed the total of any charges levied on the players of that game. Preferably, players are not charged any fee to make a submission for a game (i.e., to play the game), but can still win prizes.

Other aspects, features and advantages will be apparent from the following detailed description, the drawings and the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example of a system for playing games according to the invention.

FIG. 2 is a block diagram illustrating components of both portable and fixed communication devices.

FIGS. 3A-3E illustrate an example of various steps performed to play a game according to the invention.

FIGS. 4A, 4B and 4C illustrate examples of displays on a communications-network connected device for a first game.

FIGS. 5A-5D illustrate an example of various steps performed to play another game according to the invention.

FIGS. 6A and 6B illustrate examples of displays on a communications-network connected device for a second game.

DETAILED DESCRIPTION

This disclosure describes on-line games that can be played using communications-network connected devices such as, for example, smart phones, personal digital assistant (PDA) devices, Internet devices, game consoles and portable gaming devices. Each game, which is made available during a limited time frame, can be played by one or more players using their respective communications-network connected devices. The respective time frames during which different games are available may overlap partially, entirely or not at all. Thus, in some cases, a particular player may choose to use his communications-network connected device to play multiple games during a particular time frame.

As explained in greater detail below, each game allows players to make a prediction about some future event or sequence of events by entering responses using their communications-network connected devices. For example, some games allow players to predict average market behavior during a particular time frame with respect to particular products, services, commodities, etc. The player responses are scored and can be ranked in a predetermined manner for the particular game. For each game, one or more winning players are awarded payouts (e.g., a predetermined number of value indicators such as points) that are placed into escrow accounts for those players. Each player can redeem accumulated payouts that are stored in his or her account for cash or other awards.

As shown in FIG. 1, portable communication devices 20A, 20B, 20C, such as cellular telephones, can be used for voice or data communications over a telecommunications network 22. Network 22 can include, for example, one or more base stations 24, a mobile switching center 26, a Public Switched Telephone Network (“PSTN”) 28 and an Internet Service Provider (“ISP”) 30. Connections from mobile switching center 26 to packet data networks such as the Internet 21 can be accomplished, for example, through PSTN 28 or directly from mobile switching center 26. A game server 32 also is coupled to network 22, for example, by way of the Internet 21. A database 34 is associated with game server 32 and stores information about each game. Information stored in database 34 can include, for example, the identification of players playing each particular game as well as the number of points or other value indicators associated with each player's escrow account. Responses by players for each game can be stored in database 34 as well.

As shown in the example of FIG. 2, each communications-network connected device, such as cellular phone 20A, includes a keypad 40 or other user interface to allow a user to enter a phone number, to enter phone control functions and to control menu operations. Other network-connected devices such as personal computers, smart phones, PDAs, portable gaming systems, tablet computers, game consoles and portable gaming devices may have additional or alternative input or control mechanisms to the keypad 40, such as a keyboard or touch screen. Device 20A also includes a display 42, which can show user input and can be used to display game information. Thus, in the case of a cellular telephone, device 20A can store a software application 46 that allows a user to play a game, for example, while the device is not being used to perform telephone functions. A controller 44 processes user inputs and controls display 42. Mobile device 20A also includes a transceiver 48 to provide connections to network 22. Some types of devices may include other circuitry to provide connections to the network. Device 20A includes memory 49 for storing various information (e.g., application 46) about the games.

Software application 46, which provides information about available games and which allows games to be played using a communications-network connected device can be downloaded from game server 32 through network 22, upon the request of the device user.

As shown in FIGS. 3A-3E, when a user initiates software application 46 on communications-network connected device 20A (block 302), the application searches for user details stored in the device (block 304). If application 46 locates the user details on device 20A, the application causes device 20A to send the user's login name and password to game server 32 (block 306). Upon receiving the login request, game server 32 stores the request in database 34 and retrieves the user details from the database (block 308). If the login information is valid, game server 32 sends information about currently available games to device 20A (block 310). In addition, game server 32 sends to device 20A information indicative of the updated status of any games the user was playing (block 312). Game server 32 also sends a “login success” message to device 20A (block 314). In the event that the login information received by game server 32 is not valid, then the game server sends a “login invalid” message to device 20A (block 316).

On the other hand, if application 46 does not locate the user details on device 20A, then the application causes a registration screen to be displayed on display 42 (block 318). The registration screen prompts the user to enter information required for registration (e.g., user name, address, phone number, password, etc.). Once the user enters the requested information (block 320), for example, using keypad 40, device 20A then forwards the user registration information to game server 32 (block 322). Upon receiving the registration request, game server 32 determines whether the information provided is acceptable and, if so, stores the user details in database 34 (block 324). If game server 32 determines that the registration request is acceptable, then it sends information about currently available games to device 20A (block 326). Game server 32 also sends a “login success” message to device 20A (block 328). In the event the registration details received by game server 32 are not acceptable, then the game server sends a “login invalid” message to device 20A (block 330). In such a situation, display 42 displays the registration screen so that, if desired, the user can try to re-enter and submit the required registration information.

When device 20A receives the “login success” message, application 46 causes a main screen to be displayed on display 42 (block 332). The main screen displays a list of one or more games that currently are available to be played. The user can select to play one of the listed games by using, for example, keypad 40 (block 334). In some implementations, two categories of games may be made available. The first category includes static games; the second category involves dynamic games. Although examples of these types of games are discussed below, the details of other games that can be played may differ. In response to the user selecting to play a particular game, application 46 displays certain details of the selected game (block 336).

FIG. 4A illustrates an example of a screen that appears on display 42 in response to the user selecting a particular game in the first category. In this particular game, a player (i.e., a user of communications-network connected device 20A) is asked to predict the average value of an exchange rate (e.g., Japanese yen per US Dollar, or USDJPY) during a specified time frame (e.g., 8 a.m. to 12 pm) on a given date. In some cases, the time frame or the date may be indicated expressly, whereas in other cases, that information may be implicit. For example, if the date is not specified, it is assumed that the date is the same as the date on which the game is being played. A player can play this particular game and submit a prediction as to the average exchange rate at any time until the beginning of the specified time frame (in this case, 8 a.m.).

If the player (i.e., the user of communications-network connected device 20A) wishes to play the game, then he can use keypad 40 to select “GO” button 50 (block 338). In response, application 46 causes device 20A to display an interactive screen, as shown in the example of FIG. 4B. The example of FIG. 4B includes historical data 52 to assist the player in predicting the average value of the exchange rate. In the illustrated example, the historical data is represented as a curve that includes the actual value of the exchange rate at several times in the past several hours (e.g., values during the past eight hours). In some implementations, historical data 52 can take other forms and, in some cases, may not be provided at all. Some implementations allow the player to zoom in or out on the historical data 52 to obtain additional detail about the historical data. If the player decides not to play the game, he can select “BACK” button 60. In that case, application 46 causes the portable communications-network connected device 20A to display the screen shown in FIG. 4A. Selecting another “BACK” button 51 while the screen of FIG. 4A is displayed causes device 20A to display the main screen, from which a different game can be selected for play or from which the player can exit application 46.

Based on the historical data 52 and any other information that may be available to the player, the player can use an adjustable feature 54 displayed on the screen to select a value that the player predicts will correspond to the average value of the exchange rate during the specified time frame. As the player uses keypad 40 to slide feature 54 up or down, a value 56 corresponding to the position of feature 54 is displayed. If the player wishes to select the displayed value 56 as his prediction for the average value of the first currency with respect to the second currency during the specified time frame, he uses keypad 40 to select the “GO” button 58. Some implementations can allow the player to enter his prediction (block 341) using other techniques (e.g., by using keypad 40 to enter a numerical value or by drawing directly on a touch-screen).

Before sending the submission to the game server 32, application 46 causes device 20A to display a message on display 42 confirming the details of the player's prediction (block 342). For example, as illustrated in FIG. 4C, the message may read as follows: “You predicted that between 8 a.m. and 12 p.m. the average price of USDJPY will be 83.601524.” When the player selects the “OK” button 62, application 46 causes device 20A to forward the prediction to game server 32 (block 344). The player's prediction can be sent to game server 32 together with additional information, such as the final time for submitting entries for the particular game. Application 46 then causes device 20A to display the main screen on display 42.

In some implementations, if the application detects that it was unable to forward the prediction to game server 32 at this time, it may hold the prediction or further predictions in memory 49 and attempt to resend later when the network connection is restored. In this manner, portable devices may be used to play the game in situations when network connections are frequently lost (e.g., when underground).

Upon receiving the player's answer, game server 32 stores the player's prediction in database 34 (block 346). Game server 32 can set an internal timer to indicate when the particular game is over (block 348). In some implementations, the “game over” time is based on the end-time of the particular time frame for the game (e.g., 12 p.m. in the example of FIG. 4A). In some implementations, an external event is used to indicate that the particular game is over. An example of such an external event is a signal on a real-time feed 36 from an independent provider 38 of market data (see FIG. 1). In that case, the event may indicate, for example, that the relevant commodities or other market has closed.

Preferably, multiple players will choose to play the particular game by using their respective communications-network connected devices 20A, 20B, 20C to enter predictions in the manner described above. Although only three communications-network connected devices are illustrated in FIG. 1, many more players (e.g., thousands) can simultaneously play each game using their individual communications-network connected devices. As players submit their entries for a particular game, information regarding each player's prediction is stored in database 42 in association with the particular game.

In some implementations, after a particular game's time period has started but before the game has completed (e.g., after the final submission time but before receipt of the “game-over” indication), game server 32 periodically receives real-time market data that is relevant to the particular game (block 354). Thus, for example, referring to the game illustrated in FIGS. 4A-4C, game server 32 periodically can receive an indication of the current value of the exchange rate over real-time feed 36. Game server 32 can use this information to compute indicative scores for each player who has submitted a prediction for the particular game (block 356). Each computed score may indicate, for example, a player's current ranking among players who have submitted entries for the game. Alternatively, the computer score may indicate the absolute difference between the player's prediction and the currently computed exchange rate. In some implementations, game server 32 sends each player's indicative score to the player's device 20A (block 358). The device 20A can display the player's indicative score on display 42. This information provides feedback to the players and can enhance their game experience.

Once game server 32 determines that the particular game is over (e.g., when the internal timer provides the “game-over” signal or when a market closed indicator is received from external provider 38) (block 362), game server 32 computes each player's score (block 364). In the example of FIGS. 4A-4C, game server 32 would calculate for each player the absolute difference between the particular player's prediction and the actual average value of the exchange rate over the specified time frame (i.e., 8 a.m. to 12 p.m.). Game server 32 then ranks the players based on their respective scores (block 366), with the player whose prediction was closest to the actual average value being ranked highest, and the player whose prediction was furthest from the actual average value being ranked lowest. In some implementations, if the scores of two or more players are the same, game server 32 can assign a higher ranking to the player who submitted his or her prediction first. Also, in games where a player's submission includes multiple predictions, the predictions can be weighted the same or differently by game server 32 to calculate the player's score, depending on the particular game.

Game server then determines the payout (if any) to each player (block 368). In some implementations, the player with the highest ranking would be awarded the greatest number of points. Each of the players assigned the next highest rankings (e.g., second, third and fourth) would be awarded respective payouts. Thus, in a particular implementation, the player with the highest ranking would receive 100 points, whereas the players assigned the second, third and fourth rankings would receive, respectively, 50, 30 and 20 points. In this example, players with the lowest rankings would be awarded zero points. The number of players who are awarded points, as well as the number of points they are awarded, can be pre-set for the particular game prior to commencement of the game. In other implementations, the number of players who are awarded or the number of points they are awarded can depend, at least in part, on the number of players who participate in the particular game. For example, as the number of players increases, the size of some or all of the awards can increase.

In some implementations, the amounts of the payouts (if any) are determined in the following manner. If the player's prediction is very close to the actual value (e.g., within 0.05% of the actual value), then the player would receive a payout amount A, if the player's prediction is not as close (e.g., within 0.2% of the actual value), then the player would receive a payout amount B (where B<A), and if the player's prediction is even further from the actual value, but still within a specified range (e.g., within 1% of the actual value), then the player would receive a payout C (where C<B).

Once game server 32 calculates the awards for each player, it stores the payout information for each player in database 34 (block 370). In some implementations, for accounting purposes, game server 32 also sends to itself an “update-account” event that includes details regarding the number of points awarded to each player (block 372). In response to receiving the “update account” event, game server 32 credits each player's account (block 374). Thus, the player's payout is added to any previous awards the player won, such that the records in database 34 also reflect each player's total current winnings. Game server 32 also can send a message to each player's registered device 20A, 20B, 20C to inform the player of his score and/or ranking and any points awarded for the particular game, as well as the player's total accumulated number of points (block 376). The message can be displayed by device 20A on display 42 (block 378). In some implementations, such a message may only be sent to players awarded a non-zero number of points in the particular game.

In the example discussed above, the game involved players predicting an average value of a currency exchange rate during a specified time frame. Other games can involve players making predictions about some other future event or sequence of events. Examples include, but are not limited to: (i) predicting the last traded price or official price as of a future specified date and time of a particular financial instrument; (ii) predicting the official price of an index as of a particular future date and time; (iii) predicting the mean of all prices quoted or trades made for a particular financial instrument over a specified future time frame; (iv) predicting the volume weighted average price (“VWAP”) of all trades made for a particular financial instrument over a specified future time frame; (v) predicting a sequence of prices of a financial instrument or index over a specified future time frame; and (vi) predicting one or more Boolean values corresponding to one or more future events at one or more specified future dates and times. In some implementations, a player's submission may contain multiple “predictions.” For example, the submission may include predictions for the minimum, maximum, VWAP and close prices over a given period.

In some implementations, the future event to be predicted is a function of a sequence of prices, quotes and volume traded of a particular financial instrument over a specified time frame, where the financial instrument can be traded through an electronic network. Although the foregoing examples are games that involve making predictions about a financial event, some games involve making predictions about other types of future events, such as economic indicators or election results.

It may be desirable to prevent an individual from making multiple submissions to a particular game (e.g., by previously registering multiple accounts and using each account to make a separate submission). Preventing an individual from making multiple submissions in this manner can be accomplished, for example, by requiring pre-registration to confirm a player's real identity. It also can be accomplished by associating the user with a particular device and its inherent cost of ownership, via the device's unique identifier such as Apple's UDID. The cost would make it uneconomical to buy devices specifically for the purpose of making multiple simultaneous submissions.

The foregoing examples can be considered static games because a player makes only a single prediction prior to some cutoff time in order to play the game. As noted above, however, a second category of games involves dynamic games. In a dynamic game, a player is presented with a continuous, or substantially continuous, data feed. The data feed, which provides real-time information, for example, about a particular financial market, appears on display 42. The player uses one of several interactive buttons that appear on display 42 to indicate the player's prediction, for example, as to the direction the particular financial market will move (e.g., up or down). Game server 32 adds or deducts points to the player's score depending on whether the player's predictions turn out to be correct or incorrect.

As shown in FIGS. 5A-5D, if a user of communications-network connected device 20A selects a dynamic game from the main screen (block 502), application 46 receives the request and, in response, causes device 20A to display a screen for the selected game on display 42 (block 504). An example of a screen display for a particular dynamic game is illustrated in FIG. 6A. If the player confirms he wishes to play the selected game by selecting a “GO” button 70 (block 506), application 46 sends a request to game server 32 for real-time data used in the particular game (block 508).

Upon receiving the request from application 46, game server 32 adds device 20A to a list of devices in database 34 that are associated with the particular game (block 510). Game server 32 also sends initial game information to device 20A (block 512). When device 20A receives the initial game information, application 46 causes the initial game information to be stored in memory 49 and causes device 20A to display some of the initial game information on display 42 (block 514). An example of a screen displaying initial game information is shown on FIG. 6B. In this example, the screen shows a curve 72, which represents actual price data for the past hour, or other fixed period of time, to the present. Curve 72 thus provides price data corresponding to the particular asset for the game selected by the player. The screen displayed in FIG. 6B also indicates the time remaining time 80 for the particular game.

Game server 32 continues to receive real-time price data over feed 36 and periodically (e.g., every 0.3 seconds) sends the recent price data to each communications-network connected device (e.g., device 20A) associated with a player playing the particular game (block 516). As device 20A receives the real-time data, application 46 refreshes the screen displaying the real-time data so that the player can view up-to-date market data. The screen also can display the player's current score 82 for the game (block 518).

At any time during the game, while the market data 72 appears on display 42, the player can predict whether the relevant market will subsequently go up or down by selecting an appropriate user-interactive area on display 34 (e.g., button 74, 76 or 78) (block 520). For example if the player predicts that the market is going to go up, then he would select button 74. On the other hand, if the player predicts that the market is going to go down, then he would select button 76. If the player is unsure or doesn't know which we direction the market is going to move, he can select button 78. Application 46 causes device 20A to send the player's selection to game server 32 (block 522). Upon receiving an event from device 20A indicating that the player has made a prediction regarding the direction of the particular market, game server 32 stores the player's prediction regarding the direction of the market, as well as the time of the prediction, in database 34 (block 524). During a particular game, game server 32 periodically computes the scores of each player participating in the game (block 526).

Various implementations can use different techniques for computing the players' scores. For example, in some implementations, each time a player predicts that the particular market is going to go up or down, if the player's prediction turns out to be correct, then the player is awarded a point. In contrast, if the player's prediction is incorrect, the player's score is decreased by a point. In this implementation, game server 32 can use the market data received over feed 36 to determine the asset's value at any given time. Game server 32 then compares the asset's value at the time when the player submitted his prediction to the asset's value a specified time later (e.g., one minute after the player submitted his prediction) and determines whether the player's prediction was correct or incorrect. Alternatively, game server 32 can compare the asset's value at the time when the player submitted his prediction to the asset's value when the player made a subsequent prediction by selecting a different one of buttons 74, 76, 78. The comparison of the asset's values at the different times is used to determine whether the player's prediction was correct or incorrect. If the particular game ends before the player submits a new prediction, game server 32 can compare the asset's value at the time when the player submitted his last prediction to the asset's value at the end of the game. As before, the comparison of the asset's value at the different times is used to determine whether the player's prediction was correct or incorrect. As explained above, in this implementation, the player's score is increased or decreased by a point depending on whether his prediction was correct or incorrect. Game server 32 can send an update of the player's score to device 20A (block 528), and application 46 can cause the updated score to be displayed on the screen shown in FIG. 6B (block 530).

In some implementations, a different technique is used to compute the players' scores. For example, the number of points the player's score increases or decreases for each of that player's predictions can be based not only on whether the player correctly predicted whether the market would go up or down, but also on the amount the market increased or decreased. For example, if the player correctly predicts that the market would go down, and the market then decreased by seven points, the player's score would be increased by seven points (or by some percentage of the market increase). Likewise, if the player incorrectly predicted that the market would decrease, and the market increased by seven points, then then player's score would decrease by seven points (or by some percentage of the market decrease). As in the previous implementation, game server 32 can determine whether the player's prediction was correct or incorrect by comparing the value of the asset at the time when the player submitted his prediction to the asset's value at a specified time later (e.g., one minute), or to the asset's value when the player selects a different one of buttons 74, 76, 78, or to the asset's value at the end of the game. Other techniques also can be used to compute the player's scores.

The type of game illustrated by FIGS. 6A-6B allows a player to make more than one prediction at different times during the game (block 532). Device 20A sends the player's predictions to game server 32 (block 534), which updates the player's score and sends the updated score back to device 20A for display (block 536). By providing up-to-date market data and by periodically updating the player's score 82 displayed on the player's device 20A, players are encouraged to continue playing and to update their predictions regarding the direction the market for the particular asset. Thus, for example, a particular player may submit a first prediction that the market will go up, then two minutes later submit a second prediction that the market will go down, then thirty seconds later submit a third prediction of “don't know,” and then fifteen seconds later submit a fourth prediction that the market will go up again. Although a player is not penalized for selecting “don't know” button 78, the player cannot accumulate points until he selects another one of buttons 74 or 76 to predict that the market will go up or down.

Game server 32 and application 46 can use internal timer events such that if a specified amount of time passes and it appears that the player has not selected one of the buttons 74, 76, 78, it is assumed that the player pushed “don't know” button 78. In this way, the player will not be penalized if the network connection fails for some period of time during which the player cannot enter a prediction.

When the time allotted for a particular game ends, game server 32 computes each player's final score for the particular game (block 538). The final scores can be stored in database 34 and are associated with the respective players and the particular game (block 540). Game server 32 also ranks the players based on their respective scores (block 542), with the player having the highest score being ranked highest, and the player having the lowest score being ranked lowest. Game server then determines the payout (if any) to each player (block 544). This can be done in the same way as discussed above for the game described in connection with FIGS. 4A-4C. Once game server 32 calculates the awards for each player, it stores the payout information for each player in database 34. In some implementations, for accounting purposes, game server 32 also sends to itself an “update-account” event that includes details regarding the payout awarded to each player (block 546). In response to receiving the “update-account” event, game server 32 credits each player's account (block 548). Thus, the player's payout is added to any previous awards the player won, such that the records in database 34 also reflect each player's total current winnings. Game server 32 also can send a message to each player's registered device 20A, 20B, 20C to inform the player of his score and/or ranking and any payout awarded for the particular game, as well as the player's total accumulated number of points (block 550). As previously noted, in some implementations, such a message may only be sent to players awarded a non-zero payout in the particular game.

At the conclusion of a particular game (e.g., the game described in connection with FIGS. 6A-6B), game server 32 automatically can start a new game for the same market asset. This allows players to continue playing and making predictions regarding the particular market. However, all players' scores are reset to zero at this point, and the time remaining 80 for the new game is reset to reflect that a new game has begun. Additional players also can join the game at any time using their respective communications-network connected devices.

A player can redeem the value stored in his account by submitting, for example, a request to game server 32 using his communications-network connected device (see, e.g., FIG. 3E, block 380). The application 46 passes the request to game server 32. In response, game server 32 causes an electronic payment to be made to a bank account specified by the player (block 386). The amount of the payment is based on the value remaining in the player's account. In some cases, some other item of value can be provided to the player upon redemption of the accumulated value stored in his or her account. Also, in some implementations, a player may be permitted to redeem the value stored in the account only if the accumulated amount stored in the account is equal to or greater than a pre-specified amount. In some cases, the player may be charged a fee to redeem the value in his or her account based on the accumulated amount stored in the player's account.

In some implementations, the operator of the games may (1) charge players to download application 46 to their devices 20A, 20B, 20C, (2) request a one-time deposit or payment in order to register a new player, or (3) charge a fee to play any of the available games. Preferably, however, players are not charged any fee to make a submission for a game (i.e., to play the game).

Although, as explained above, payouts are sometimes made to players, the owner or operator of game server 32 still can have incentives to make the games available to players for free, at least in some implementations. For example, game server 32 can track the predictions of various players and identify, over time, which players are most successful at predicting trends in particular markets. Game server 32 then can provide information about the players' predictions over the Internet 21 or other network to third parties 39, who may pay for this information. In some cases, game server 32 provides the foregoing information about the players' predictions to the third parties in real-time (i.e., as soon as the predictions are received by game server). Although the third parties 39 receiving the information would not be permitted to participate in the particular game, they could use the information for other purposes (e.g., to evaluate potential investments in the real marketplace). To protect the identity of individual players, game server 32 preferably would not disclose the actual identity of the players. In addition the owner or operator of game server 32 may evaluate an individual's predictive skills and receive payment for matching proven skilled market predictors with firms who value those skills, such as stock market brokerages.

Although the foregoing examples assume that a single server performs the various functions of game server 32, in some implementations the functions of game server 32 may be distributed among multiple servers.

Other implementations are within the scope of the claims.

Claims

1. An apparatus comprising:

a database arranged to store data about a game that can be played by players using communications-network connected devices; and
one or more servers arranged to receive information from one or more communications-network connected devices of respective players participating in the game, wherein the information received from each communications-network connected device represents a player's prediction regarding a future event,
wherein the one or more servers are arranged to determine a score for each player based, at least in part, on the correctness of the player's prediction and to award a payout to one or more of the players based on their respective scores, and
wherein the payout awarded to any particular player is stored in the database in an account associated with that particular player.

2. The apparatus of claim 1 wherein the future event is represented by one or more numerical values.

3. The apparatus of claim 1 wherein the future event is the last traded price or official value as of a future specified date and time of a particular financial instrument, financial index or economic indicator.

4. The apparatus of claim 1 wherein the future event is a function of all prices quoted, trades made or official values released over a specified future time frame for a particular financial instrument, financial index or economic indicator.

5. The apparatus of claim 1 wherein the future event is the volume-weighted average price of all prices quoted or trades made over a specified future time frame for a particular financial instrument.

6. The apparatus of claim 1 wherein the one or more servers are arranged to rank the players based on their respective scores, and to award a payout to one or more of the players based on their respective rankings.

7. The apparatus of claim 6 wherein the one or more servers are arranged to compute a score for each player by calculating for each player an absolute difference between the player's predicted value(s) and the actual value(s) of the predicted event, and wherein the one or more servers rank the players based on their respective scores, with the player whose prediction was closest to the actual average value being ranked highest, and the player whose prediction was furthest from the actual average value being ranked lowest.

8. The apparatus of claim 7 wherein the one or more servers are arranged to award payouts to multiple players having the highest rankings, wherein a player with a higher rank will receive greater or equal payout than a player with a lower rank.

9. The apparatus of claim 7 wherein, if the scores of two or more players are the same, the one or more servers is arranged to assign a higher ranking to the player who submitted his prediction first.

10. The apparatus of claim 1 wherein the one or more servers are arranged such that the number of players who are awarded a payout or the total amount of the payouts awarded depends, at least in part, on the number of players who participate in the game.

11. The apparatus of claim 1 wherein the one or more servers are arranged to receive a real-time data feed regarding one or more related numerical values and to periodically provide to the communications-network connected devices information from the data feed, wherein the information received from each device represents a player's predictions regarding whether one or more of the related values will subsequently increase or decrease.

12. The apparatus of claim 1 wherein the one or more servers are arranged to receive a real-time data feed regarding activity in a particular market or index and to periodically provide to the communications-network connected devices information from the data feed, wherein the information received from each device represents a player's predictions regarding whether the price for the particular market or index will increase or decrease.

13. The apparatus of claim 11 wherein the one or more servers are arranged to compute each player's score based on whether or not the player correctly predicted the direction of movement of the particular values and how much the values changed in a particular time frame.

14. A communications-network connected device comprising:

circuitry to establish a connection to a communications network;
a display area;
memory storing an application to enable a user to play a game on the communications-network connected device, wherein the game allows the user to make a prediction about a future event;
a controller to control operations of the communications-network connected device;
wherein, in response to the user providing an input to the communications-network connected device requesting to play the game, information about the game is displayed on the display area, and wherein the user can make a prediction about the future event by providing input to the communications-network connected device,
wherein the communications-network connected device is arranged to receive data indicative of a user's score that is based, at least in part, on the correctness of the user's prediction, and
wherein the communications-network connected device is further arranged to display the user's score on the display area.

15. The communications-network connected device of claim 14 arranged to receive information indicative of the user's ranking relative to other players of the game, and to display the user's ranking on the display area.

16. The communications-network connected device of claim 14 arranged to receive information indicative of a payout placed in an electronic account associated with the user, wherein the payout is awarded based on the user's performance in the game, and to display an amount of the payout on the display area.

17. The communications-network connected device of claim 14 wherein the information includes historical market data regarding a financial instrument or index, and wherein the future event is the value of the financial instrument or index during a specified time frame.

18. The communications-network connected device of claim 17 arranged to receive updated historical market data periodically for the financial instrument or index and to display the updated market data on the display area.

19. The communications-network connected device of claim 18 arranged to receive the historical market data substantially in real-time.

20. The communications-network connected device of claim 14 including a user-adjustable value displayed on the display area, wherein the device is arranged for the user to make a prediction about the future event by adjusting the displayed value.

21. The communications-network connected device of claim 14 wherein the information includes historical market data regarding a financial instrument or index, and wherein the display area includes a plurality of user-interactive areas to indicate the user's prediction as to whether the value for said financial instrument or index will increase or decrease.

22. The communications-network connected device of claim 21 operable to send, in response to the user's selection of a particular one of the user-interactive areas, a communication to a game server indicating the user's prediction.

23. A system for playing a game on a communications-network connected device, the system comprising:

a plurality of communications-network connected devices each of which is associated with a player of the game;
a database arranged to store data about the game; and
one or more servers arranged to receive information from the communications-network connected devices of the respective players participating in the game, wherein the information received from each communications-network connected device represents a player's prediction regarding a future event,
wherein the one or more servers are arranged to determine a score for each player based, at least in part, on the correctness of the player's prediction and to award a payout to one or more of the players based on their respective scores, and
wherein the payout awarded to any particular player is stored in the database in an account associated with that particular player.

24. The system of claim 23 wherein the one or more servers are arranged such that the payouts awarded to each player of the game always are greater than or equal to zero.

25. The system of claim 23 wherein the one or more servers are arranged to rank the players based on their respective scores, and to award a payout to one or more of the players based on their respective rankings.

26. The system of claim 25 wherein the one or more servers are arranged to compute a score for each player by calculating for each player an absolute difference between the player's prediction and an actual value of the predicted event, and wherein the one or more servers rank the players based on their respective scores, with the player whose prediction was closest to the actual average value being ranked highest, and the player whose prediction was furthest from the actual average value being ranked lowest.

27. The system of claim 26 wherein the one or more servers are arranged to award payouts to multiple players in such a way that a player with a higher rank will receive a greater or equal payout to a player with a lower rank.

28. The system of claim 23 wherein the one or more servers are arranged such that the number of players who are awarded a payout or the total amount of the payouts awarded depends, at least in part, on the number of players who participate in the game.

29. The system of claim 23 wherein the one or more servers are arranged to receive a real-time data feed regarding activity in a particular market and to provide periodically to the communications-network connected devices information from the data feed, wherein the information received from each portable communications-network connected device represents a player's predictions regarding whether the value of the particular financial instrument or financial index will increase or decrease.

30. A method of providing a game for play on communications-network connected devices, the method comprising:

receiving information from communications-network connected devices of respective players participating in the game, wherein the information received from each communications-network connected device represents a player's prediction regarding a future event,
determining a score for each player based, at least in part, on the correctness of the player's prediction,
awarding a payout to one or more of the players based on their respective scores, and
storing the payout awarded to the one or more particular players in respective accounts associated with the particular players.

31. The method of claim 30 including:

ranking the players based on their respective scores; and
awarding a payout to one or more of the players based on their respective rankings.

32. The method of claim 31 including:

computing a score for each player by calculating for each player an absolute difference between the player's prediction and an actual value of the of the predicted event,
ranking the players based on their respective scores, with the player whose prediction was closest to the actual average value being ranked highest, and the player whose prediction was furthest from the actual average value being ranked lowest; and
awarding payouts to multiple players having the highest rankings, wherein the amounts of the payouts differ from one another.

33. The method of claim 32 wherein the number of players who are awarded a payout or the total amount of the payouts awarded depends, at least in part, on the number of players who participate in the game.

34. The method of claim 31 including:

receiving a real-time data feed regarding quotation or trading activity in a particular financial instrument or financial index; and
providing periodically to the communications-network connected devices information from the data feed,
wherein the information received from each communications-network connected device represents a player's predictions regarding whether the value of the particular financial instrument or financial index will increase or decrease.

35. The method of claim 30 wherein the payout awarded to each player of the game always is greater than or equal to zero.

36. The method of claim 30 including receiving a request from a particular one of the players to redeem an accumulated payout amount stored in the account associated with the particular player and providing something of value to the particular player based on the accumulated payout amount.

37. The method of claim 36 wherein providing something of value to the particular player occurs only if the accumulated amount stored in the account associated with the particular player is equal to or greater than a pre-specified amount.

38. The method of claim 36 including charging a fee to the particular player based on the accumulated amount stored in the account associated with the particular player.

Patent History
Publication number: 20120178535
Type: Application
Filed: Jan 7, 2011
Publication Date: Jul 12, 2012
Inventor: Justin Short (Tokyo)
Application Number: 12/986,335
Classifications