Method and apparatus for playing advertisement promotion game

Amusement devices: games – Including means for processing electronic data – In a game requiring strategy or problem solving by a...

Reexamination Certificate

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Details

C273S430000, C273S236000

Reexamination Certificate

active

06764395

ABSTRACT:

FIELD OF THE INVENTION
This invention relates to a method and apparatus for playing a game of skill which promotes advertising recognition.
DEFINITION OF TERMS
1. Database—An information source for the storage and retrieval of advertisement segments. When the term is used in conjunction with a computer, it is known as a Relational Database Management System (RDBMS) for the storage and retrieval of the advertisement segments in computer memory.
2. Advertisement segments—A part, portion or slice of a printed, audio and/or visual advertisement.
3. Published advertisements—Advertisements which have been presented to the public.
4. Player—An individual or individuals engaged in playing the game of skill.
5. Sponsor source identification—Conveyed recognition by a player of the trademark owner, promoter, product or service promoted by the published advertisement.
6. A personal identity information question—Questions directed to the player pertaining to information, such as age, gender, culture, name, address and credit card information where applicable.
7. Personalized advertisement segment selections—Advertisement segments selected with regard to format which is tailored to the player.
8. Player registration questions—Identity information questions that pertain to registration information, such as name, age and address.
9. Pre-game wager—Advance payment made by a player for wagering which may be in the form of a credit card payment.
10. Available game format selections—Selections for different game types available for play.
11. Skill level selections—A level of risk and/or skill for available game format selections to be made by a player.
12. Difficulty selections—Selection of the advertisement segments made in proportion to the skill level selected by a player to provide a proportional level of game play difficulty.
13. Game rule playing information—Information provided to a player as to how the game must be played.
14. Coding—Providing the advertisement segments with identification indicia, either written or electronic, or both.
16. Tagging—Attaching either physical or electronic coding to respective advertisement segments.
17. Multiple bit code—A code made up of a group of number or letter combinations.
18. Identification bits—Multiple letter and/or number combinations for providing independent code identification of respective advertisement segments.
19. Personal computer (PC)—An individually owned or accessed computer which includes, but is not limited to, a central processing unit (CPU), random access memory (RAM), persistent storage media, and an interface to a telecommunication network.
20. Local storage device—Random access memory and/or read only memory for a personal computer.
21. Display device—A video screen for a personal computer.
22. Network—A telecommunication network and/or the Internet or the global computer network.
23. Host computer—A computer system used by one hosting the game of skill.
24. Storage medium—A device attached to a computer system which is capable of long-term storage of data. Specifically, the data must persist across power-cycling of the computer system, and through disconnection of the device from the computer system. The device stores or retrieves data as directed by the computer system.
25. Encoded—Transforming information into binary code understandable or transferable by computer.
26. Machine-readable computer program code—Information encoded as defined in the previous definition.
BACKGROUND OF THE INVENTION
Millions of dollars are spent by sponsors to promote their products or services through print, radio, television and the Internet media or global computer network. However, the public, which has been inundated with these published advertisements, develops tendencies to tune out or not pay attention to such advertising, and in addition, the public is often entertained by the advertisement, but fails to identify the advertisement with a particular source, e.g. trademark, product, service, sponsor.
It is therefore a principal object of the present invention to provide a method and apparatus for playing a game of skill which promotes sponsor identification in relationship to published advertisements and which rewards the player with wagering or the like and also provides capability of monetary gain for the host promoting and operating the game of skill.
SUMMARY OF THE INVENTION
In the game of skill of the present invention a database of advertisement segments from published advertisements is generated and selections of the advertisement segments are presented to a player for sponsor source identification. The player then makes identifications of the sponsor sources of the respective advertisement segments presented and these player identifications are then evaluated for correctness and the results displayed to the player.
The game is particularly adapted for the Internet and provides a basis for a potentially profitable host Web site, the owner of which may charge fees to respective advertising sponsors in order to assist in the promotion and tracking of their products or services. In addition, the game of skill of the present invention may also include wagering to encourage participation of players.
Many refinements may be conducted in playing the game. Personal identity questions may be first presented to the player and then the personalized advertisement segment selections made for the presentation as based on these responses. Such personal identity information questions may include player registration questions and also include the reception of a pre-game wager from a player.
Different game formats may also be presented to the player for selection and the selection of the presentation of advertisement segments may be made in accordance with these format selections. In addition, the player may also be presented with skill or risk level selections and based on the skill or risk level selections made by the player, the level of difficulty is accordingly made for the selections to be presented to the player of the advertising segments. If wagering is involved, then a winning player is rewarded with money or another type of reward. Game rule playing information is also generally displayed to the player prior to presenting the selections to the player so that the player has full knowledge as to how to play the game prior to engagement.
In order to organize the storage and retrieval of advertisement segments for playing the game, they are coded as by tagging each advertisement segment with a multiple bit code which for example includes identification bits for the sponsor, the year the advertisement was published and the sequence in which the advertisement was published in that particular year.


REFERENCES:
patent: 5697844 (1997-12-01), Von Kohorn
patent: 5823879 (1998-10-01), Goldberg
Advertising Slogans, Department of Advertising, The University of Texas at Austin, 1-45, Feb. 10, 1997.

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