| Result expectation game service method utilizing communication network -> Monitor Keywords |
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Result expectation game service method utilizing communication networkRelated Patent Categories: Amusement Devices: Games, Including Means For Processing Electronic Data (e.g., Computer/video Game, Etc.), With Communication Link (e.g., Television Broadcast, Etc.), Network Type (e.g., Computer Network, Etc.)Result expectation game service method utilizing communication network description/claimsThe Patent Description & Claims data below is from USPTO Patent Application 20070184901, Result expectation game service method utilizing communication network. Brief Patent Description - Full Patent Description - Patent Application Claims TECHNICAL FIELD [0001] The present invention relates, in general, to a method for a result prediction game service utilizing a communication network, and, more particularly, to a result prediction game that is configured to allow the result of a certain event that results in one of at least two results to be predicted. BACKGROUND ART [0002] As a representative example of a result expectation game, a betting game can be cited. A betting game is a game which is played ancillary to a main game, for example, a horse race, and in which viewers predict the results of a horse race and make bets, and payouts are granted to customers that successfully predicted the actual result of the horse race. [0003] Such a betting game may be played utilizing a communication network with the help of the development of mobile communication or the wired or wireless Internet. As a representative example, the technology of Korean Unexamined Pat. Pub. No. 2001-0088616 (title of invention: communication network Go system capable of supporting real-time betting; hereinafter referred to as a cited technology) may be taken. The cited technology discloses a technology that allows general visitors to a Go website to access a Go game relay room and make bets using cyber money, and that, after the termination of a game of Go, assesses a return rate using a betting information storage DataBase (DB) to which betting information is input, and allows payouts, which are calculated based on the assessed return rate, to accumulate in the form of cyber money. [0004] In the cited technology or a betting game played ancillary to an off-line horse race, a return rate is assessed after all the bets have been summed up. A method is utilized in which, based on the result of the main game, payouts are granted to customers according to the assessed return rate. [0005] Meanwhile, since such payouts are calculated after the completion of betting in such a way as to sum up the bets of all customers, determine a return rate and calculate the payouts based on the return rate, the return rate and the payouts based on the return rate are determined regardless of any specific customer's intention. As a result, a customer can be made aware of the size of his or her potential payout corresponding to his or her bet after all the customers have bet, so that the customer cannot be made aware of his or her potential payout during betting. [0006] In such a conventional betting game, a return rate is assessed after the bets of all the customers have been summed up, so that a betting period must be limited in such a way as to allow betting before a main game, from the start of a main game to an early stage of the main game, or the like. The reason for this is because a person who has made a bet at the time at which the result of a main game is about to be known has an advantage over a person who had made an earlier bet. Accordingly, it is essential to limit the betting period. For this reason, the actual period during which a betting game is played must be limited. It is impossible to continue to play the betting game after the limited period. Accordingly, since nothing happens during the period from when the betting ends until the result of the main game is known, interest in the betting game is reduced. Furthermore, the above-described respects are factors that make it difficult to adopt a long-term game, such as a league game, as the main game of the betting game. [0007] Furthermore, most customers make bets for high payouts. In accordance with a conventional betting game, a return rate and payouts are determined regardless of their intention, so that the probability of obtaining unintended low payouts is increased, thus reducing interest in the betting game. DISCLOSURE OF INVENTION Technical Problem [0008] Accordingly, the present invention has been made keeping in mind the above problems occurring in the conventional result prediction game, and an object of the present invention is to provide a method for a result prediction game service, which allows customers, who are enjoying a result prediction game, to determine payouts that will be paid later if their predictions are correct, thus allowing a result prediction game to be enjoyed at all times during an event. Technical Solution [0009] A first example of a method for a result prediction game service using a communication network includes an authentication step of authenticating customers who gain access; an application support step of providing support so that customers authenticated at the authentication step can make predictions of the result of a certain event and apply to purchase media, which can each be redeemed for a certain amount when the predictions of the result of the certain event are correct, at amounts determined by the customers; a result receipt step of receiving the result of the certain event; and a payout step of paying an amount, which is determined by subtracting a fee from the certain amount, to each of the customers who correctly predicted the result of the certain event, according to the result received at the result receipt step. [0010] The method for a result prediction game service further includes a trade establishment step of establishing a trade (trades) of media between a specific customer and another specific customer (other specific customers) when a plurality of customers applies to purchase the media at the application support step, the specific customer's prediction of the result and the other specific customer's (customers') prediction(s) of the result are different from each other, and a purchase condition set by the specific customer and (a) purchase condition(s) set by the other specific customer(s) fulfill preset conditions. [0011] A concrete example of the trade establishment step is performed in such a way as to establish a trade of media between the specific customer and the other specific customer(s) when a sum of the specific customer's unit purchase price and the other specific customer's (customers') unit purchase price is the certain amount. [0012] If money paid for the payout is cyber money, it is preferred that the fee of the payout step is zero. [0013] A second example of the method for a result prediction game service using a communication network includes an authentication step of authenticating customers who gain access; a betting support step of providing support so that customers authenticated at the authentication step can make predictions of a result of a certain event, determine payouts, which can be received when the predictions of the result of the certain event are correct, and make bets; a result receipt step of receiving the result of the certain event; and a payout step of paying an amount, which is determined by subtracting a fee from the payout, to each of the customers who correctly predicted the result of the certain event, according to the result received at the result receipt step. Similarly, in accordance with this example, the customers can be made aware of payouts, which will be paid to them if their predictions of the result are correct, in advance, and make bets until the result of the event is determined by the termination of the event, so that the customers can continue to enjoy the result prediction game (betting game) while the event is in progress. [0014] The method for a result prediction game service further includes a betting establishment step of establishing a bet (bets) between a specific customer and another specific customer (other specific customers) when a plurality of customers makes bets at the bet support step, the specific customer's prediction of the result and the other specific customer's (customers') prediction(s) of the result are different from each other, and a purchase condition set by the specific customer and (a) purchase condition(s) set by the other specific customer(s) fulfill preset conditions. [0015] A concrete example of the bet establishment step is performed in such a way as to establish the bet(s) between the specific customer and the other specific customer(s) when a sum of the specific customer's betting amount and the other specific customer's (customers') betting amount equals the payout. [0016] A concrete example of the betting support step provides support so that the customers authenticated at the authentication step determine payouts by predicting the result of the certain event and determining the return rates and the betting amounts. In this case, the betting establishment step establishes bets for betting amounts, which are received at the application receipt step, between which a cross betting relationship is established according to a certain payout rate. A further concrete example in which the customers determine return rates and betting amounts includes a step of providing support so that each of the customers applying to make bets can select at least one from among at least two return rates and input the return rate; and a step of providing support so as to input betting amounts by making bets based on the selected return rate. [0017] As in the first example, if money paid for the payout is cyber money that is circulated through cyberspace, it is preferred that the fee of the payout step is zero. Advantageous Effects [0018] Accordingly, a customer can be previously made aware how much money he or she will be paid if his or her predicted result is correct. In the meantime, in accordance with such a method, customers can be made aware of the progress of an event and determine whether to adjust to or ignore the progress of the event at the time at which a specific customer makes an application for purchase, so that an application for the purchase of media and its associated trade are established immediately before the result of the event is determined and customers can apply to purchase media at any time, thus allowing a result prediction game to be enjoyed immediately before the result of the event is determined. The cases where applications for purchase are made before the result of a certain event is determined and after the result of the certain event has been determined are taken as examples. An application for purchase made before the result of the event becomes apparent has a strong possibility that the trade is established. For applications for purchase made after the result of the event has become apparent, other persons' applications for purchase may be made depending upon which result that a person, who made the application for purchase, predicted when making the application (whether the person, who made the application for purchase, made the application while predicting a unlikely or likely result). That is, if a person who made an application for purchase made the application while predicting a unlikely result, other persons' applications for purchase will flood a system. In contrast, if a person who made an application for purchase made an application for purchase while predicting an unlikely result, there are no other persons' applications, so that trades are not established. That is, in accordance with the present invention, the result prediction game can be freely enjoyed before the result of the event becomes apparent. 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