| Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices -> Monitor Keywords |
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Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devicesHeterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices description/claimsThe Patent Description & Claims data below is from USPTO Patent Application 20070218979, Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices. Brief Patent Description - Full Patent Description - Patent Application Claims CROSS-REFERENCE TO OTHER APPLICATIONS [0001]This application claims the benefit of provisional patent application Ser. No. 60/782343 filed 2006 Mar. 15 by the present inventors. FIELD OF INVENTION [0002]The subject embodiment relates generally to a system for video game applications whereby players can win and redeem prizes in real-time. BACKGROUND OF INVENTION [0003]The video game industry will shortly celebrate a forty-year anniversary. During these "two score" years, many entertainment and interactive activities have appeared in the consumer realm--cable TV, game systems, VCR, mobile phones, Internet, DVD, streaming audio, streaming video, iPods, Tivo, pervasive device networking and even more variety of Internet based activities and entertainment. [0004]The dynamic of consumer marketing has changed; some would say evolutionarily, others revolutionary. What is true is that former types of marketing and consumer engagement--be it print, radio, or TV--are forever changed, have less impact and are less connected with consumers. There are simply more forms of entertainment and different daily segments of information and interaction, essentially more consumer choice options, for any one form to have the same historical influence as existed ten, twenty, thirty or forty years ago. [0005]Within this reality of variety, the "same" solutions have been attempted with these new models and forms--injecting advertisements in streaming video and audio, banner header and footer advertising splashes on web sites, sponsored links on search result pages, product placement in games and all forms of "streamed" media. [0006]Advertisers, who once scoffed at games and charged hefty fees for games to include their logos, now find their roles reversed and now are the ones paying to be seen by millions of game players. Microsoft purchased Massive in 2006 and Google plans to purchase Adscape in 2007, both companies specialize in dynamic in-game advertising. [0007]What appears missing are fundamentally new ways of communicating and marketing to consumers that leverages networking, mobile devices (mobility) and interactivity. [0008]Consumers now expect a higher level of engagement and interactivity--any new consumer device must have some type of interactivity, or games, to be considered novel and interesting. [0009]Increasingly, new devices are networked, personal and mobile. One mobile game and prize publisher is Atlas-Mobile. Players compete weekly in high-score competitions where winners receive prizes comprising of gift cards, CDs and DVDs. At the conclusion of each weeks contest, winners are mailed their prize. Prizes are redeemable at participating locations. The intent is to encourage play of certain games, but have only been mildly successful. [0010]Why is this? It is a lost opportunity to engage a potentially new customer to a specific product now. Gift cards arrive sometime in the future (hopefully), are generally transferable, and perhaps lost. This means the winner may not actually use or be the user of the card. If the merchant is collecting marketing information on the spending habits of the winner, there is at best a fragile connection to the source activity and communication to the actual consumer. One could say the feedback loop between marketer and consumer is questionable. [0011]What if the need and opportunity to market and communicate with consumers could leverage this personal mobility and introduce consumer "call to action" opportunities that results in both more effective consumer communication and direct engagement by consumers with the goods and services being offered? [0012]The first embodiment of our invention describes a system of real-time award and redemption. We live in a society of instant gratification. It is a strong belief of the inventors that a system whereby game players can play, win and redeem a prize in real-time is far more fun, exciting and compelling. For example, players before dinner (even on the way there) can download and try to win a free meal. If they win, they can drive to the restaurant that night and redeem their prize. There's no need to wait weeks for the prize coupon to arrive. The connection between consumer and marketer is timely and measurable. [0013]In current interactive marketing models, corporate sponsors pay for their trademarks and logos to be pasted into a games title screen and perhaps their products are inserted in game play (i.e. Jeep). Consumers/players purchase and play the games for entertainment value and perhaps for gift cards, CDs and DVDs. [0014]As part of the invention we see a much different business model where those in the value chain each benefit. Games will be designed with game play designed pertinent to a sponsoring company's advertising campaign and will be promoted as such. Games could be heavily discounted to the consumer and in some cases be free. Sponsors will include the game as part of their traditional advertising. Players will want to win prizes, so the branded game advertising is pull-oriented, more cost effective than television advertising, delivers interactive impressions (higher recall than static ads) that are measurable (downloads, number of plays, winners, etc) and will bring additional traffic to locations because winners must redeem prizes at retail and online store locations. [0015]Consumers/players will play more because it is purposeful, and not just to win something, but to win something instantly, and be able to redeem it in real-time. This is instant gratification and now. This type of gaming is predicted by the inventors to be highly entertaining and motivating within the youth/teen market especially. Sponsors can place time restrictions on redemption so as to obtain marketing feedback on new products. SUMMARY OF INVENTION [0016]This one embodiment defines a system for networked electronic devices, comprising a plurality of video game application and a plurality of Internet accessible servers, whereby a user of a networked electronic device may redeem a prize in real-time. The group of devices comprises mobile phones, personal digital assistants, portable audio players, portable video players, desktop and laptop computers, home and portable game consoles. [0017]A video game application is downloaded onto a registered user's device and can also be pre-loaded onto a user's device. Registered users play the video game attempting to obtain a pre-determined goal/objective on the networked electronic device. If the registered player obtains the pre-determined goal/objective on the device, the player records a winning game. [0018]A plurality of Internet accessible servers validates the video game application of the registered user. If validated, the winner is sent a winning notification to the networked electronic device. The winning notification comprises a unique and secure image or data that can be securely transmitted in real-time. This process is to authenticate the networked electronic device and the winning game. [0019]The winner brings the winning notification to a participating location having the ability to validate and redeem the prize. Once the prize is redeemed, the winning notification is simultaneously deactivated in real-time to prevent reuse and unauthorized redeeming of prizes. DESCRIPTION OF DRAWINGS Continue reading about Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices... Full patent description for Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices Brief Patent Description - Full Patent Description - Patent Application Claims Click on the above for other options relating to this Heterogeneous system for the real-time award and fulfillment of prizes using networked electronic devices patent application. Patent Applications in related categories: 20090291752 - Apparatus to pass a value based parameter for a wagering game - Methods, apparatus and systems for accessing a bonus game with a wagering game machine are described. A portal module can be used to pass a desired expected value from a base wagering game to a portal bonus game module. 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