AU2008365609A1 - Method and system for operating a game based on a real-life competition - Google Patents
Method and system for operating a game based on a real-life competition Download PDFInfo
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- AU2008365609A1 AU2008365609A1 AU2008365609A AU2008365609A AU2008365609A1 AU 2008365609 A1 AU2008365609 A1 AU 2008365609A1 AU 2008365609 A AU2008365609 A AU 2008365609A AU 2008365609 A AU2008365609 A AU 2008365609A AU 2008365609 A1 AU2008365609 A1 AU 2008365609A1
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- 238000000034 method Methods 0.000 title claims abstract description 40
- 238000004590 computer program Methods 0.000 claims description 29
- 238000004891 communication Methods 0.000 claims description 7
- 230000008859 change Effects 0.000 claims description 5
- 230000008569 process Effects 0.000 description 16
- 238000010586 diagram Methods 0.000 description 9
- 238000007726 management method Methods 0.000 description 4
- 239000004065 semiconductor Substances 0.000 description 4
- 230000005540 biological transmission Effects 0.000 description 3
- 230000004913 activation Effects 0.000 description 2
- 230000006870 function Effects 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 206010011971 Decreased interest Diseases 0.000 description 1
- 230000002776 aggregation Effects 0.000 description 1
- 238000004220 aggregation Methods 0.000 description 1
- 230000008878 coupling Effects 0.000 description 1
- 238000010168 coupling process Methods 0.000 description 1
- 238000005859 coupling reaction Methods 0.000 description 1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
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Abstract
Methods and systems for operating a game based on a real-life competition between a plurality of competitors are disclosed. The competition comprises a plurality of rounds, each comprising a plurality of events. One method comprises the steps of: obtaining investment amounts from a plurality of players for online participation in the game (610); prior to a lockout period preceding each round of the competition, obtaining a nominated competitor from each of the plurality of players still participating in the game (620); publishing via an online website, after commencement of the lockout period preceding each round of the competition, each player's nominated competitor for that round (630); after completion of each round of the competition, determining winning and losing players based on the outcome of events in a respective round of the competition and eliminating losing players from the game (640); and upon determining a winning player, paying the winning player an amount greater than the winning player's investment amount (650). The amount paid to the winning player is determined independently of the players' nominations.
Description
WO 2010/071914 PCT/AU2008/001922 1 METHOD AND SYSTEM FOR OPERATING A GAME BASED ON A REAL-LIFE COMPETITION TECHNICAL FIELD The present invention relates generally to sports betting and more particularly to a multi-player game based on outcomes of a real-life competition. BACKGROUND Professional and occasional players participate in various sports betting competitions organised by professional operators. However, a significant number of occasional or "less serious" players participate in office or club betting games. In particular, many sports lovers participate in "tipping competitions" of their favourite sport or football code and also have a regular or occasional punt on a match or matches of a sport they consider themselves to have some knowledge about. These possibilities provide sports lovers with an opportunity to be part of the game with the thrill of participation, fun and a chance to win a prize while watching sport from their lounge room. Furthermore, the popularity of football tipping competitions and sports betting has grown exponentially in recent years with the advent of the Internet. Many sports lovers who participate in tipping competitions, which may be conducted over a number of months, experience a loss of interest if they are not well entrenched in the winning group. Moreover, the thrill of a bet on a one-off sporting event can quickly evaporate when a player makes an incorrect selection, especially after consecutive losses and combined with the short odds offered by bookmakers after extracting their fees. In view of the foregoing, the present inventors have identified a need for a sport or other competition-based game that can be played online, which enables a player's original (possibly small investment) to last for many weeks (unlike sports betting) and without the player's commitment to a tipping competition over many months.
WO 2010/071914 PCT/AU2008/001922 2 SUMMARY An aspect of the present invention provides an online method for operating a game based on a real-life competition between a plurality of competitors. The competition comprises a plurality of rounds, each comprising a plurality of events. The method comprises the steps of: obtaining investment amounts from a plurality of players for online participation in the game; prior to a lockout period preceding each round of the competition, obtaining a nominated competitor from each of the plurality of players still participating in the game; publishing via an online website, after commencement of the lockout period preceding each round of the competition, each player's nominated competitor for that round; after completion of each round of the competition, determining winning and losing players based on the outcome of events in a respective round of the competition and eliminating losing players from the game; and upon determining a winning player, paying the winning player an amount greater than the winning player's investment amount. The amount paid to the winning player is determined independently of the players' nominations. Another aspect of the present invention provides a computer system for operating a game based on a real-life competition between a plurality of competitors. The competition comprises a plurality of rounds, each comprising a plurality of events. The computer system comprises: a memory for storing data and program instructions; a communications interface for receiving and transmitting data via a communication network; and a processor coupled to the memory and the communications interface. The processor is programmed to: receive data representative of investment amounts from a plurality of players for participation in the game; receive data representative of a nominated competitor from each of the plurality of players still participating in the game, prior to a lockout period preceding each round of the competition; transmit, after commencement of the lockout period preceding each round of the competition, data representative of each player's nominated competitor for that round; transmit, after completion of each round of the competition, data representative of winning players for 3 the respective round of the competition and data representative of losing players that are eliminated from the game; and transmit, upon determination of a winning player, data WO 2010/071914 PCT/AU2008/001922 3 representative of an amount to be paid to the winning player, wherein the amount is greater than the winning player's investment amount and the amount is independent of the players' nominations. Another aspect of the present invention provides a computer program product comprising a computer readable medium comprising a computer program recorded therein for operating a game based on a real-life competition between a plurality of competitors. The competition comprises a plurality of rounds and each round comprises a plurality of events. The computer program product comprises: computer program code means for obtaining investment amounts from a plurality of players for online participation in the game; computer program code means for, prior to a lockout period preceding each round of the competition, obtaining a nominated competitor from each of the plurality of players still participating in the game; computer program code means for publishing via an online website, after commencement of the lockout period preceding each round of the competition, each player's nominated competitor for that round; computer program code means for, after completion of each round of the competition, determining winning and losing players based on the outcome of events in a respective round of the competition and eliminating losing players from the game; and computer program code means for, upon determining a winning player, paying the winning player an amount greater than the winning player's investment amount, wherein the amount paid to the winning player is determined independently of the players' nominations. BRIEF DESCRIPTION OF THE DRAWINGS A small number of embodiments of the present invention are described hereinafter with reference to the accompanying drawings, in which: Fig. 1 is a flow diagram of a process for player registration in accordance with an embodiment of the present invention; Fig. 2 is a flow diagram of a process for a player to select and begin playing a game in accordance with an embodiment of the present invention; WO 2010/071914 PCT/AU2008/001922 4 Fig. 3 is a flow diagram of a process for a user to select and play a game in accordance with an embodiment of the present invention; Fig. 4 is a screenshot showing team selection by players for the second round of a game in accordance with an embodiment of the present invention; Fig. 5 is a screenshot showing team selections by players in a game according to an embodiment of the present invention; Fig. 6 is a flowchart of a method for operating a game based on a real-life competition; and Figs. 7A and 7B are schematic block diagrams of a general purpose computer system with which embodiments of the present invention may be practised. Where reference is made in any one or more of the accompanying drawings to steps and/or features, which have the same reference numerals, those steps and/or features have for the purposes of this description the same function(s) or operation(s), unless the contrary intention appears. DETAILED DESCRIPTION Embodiments of the present invention described hereinafter relate to methods and systems for operating a game based on a real-life competition between multiple competitors. The competition comprises multiple rounds, each round comprising multiple events. Certain of the embodiments described hereinafter are described with reference to sporting competitions that comprise multiple competitors or teams participating in rounds of events or matches. Such sporting competitions may, for example, include American Football, Australian Rules, baseball, basketball, cricket, ice hockey, rugby league, rugby union, soccer and tennis. However, it is not intended that the present invention be limited in this manner. For example, embodiments of the present invention may be practised in relation to other competitions or activities, such as electoral competitions, popular cultural competitions and other head-to-head competitions.
WO 2010/071914 PCT/AU2008/001922 5 Fig. 1 is a flow diagram of a process for player registration in accordance with an embodiment of the present invention. The process may be performed by a web service (system) executed by a web server accessible to users via the Internet. Referring to Fig. 1, a user accesses the website and selects either to register as a player at step 110 or login as a registered player at step 150. If the user attempts to register as a player, the system creates a user account for the new user at step 120. Step 120 typically involves the user providing information such as personal details, contact information (e.g., email address), an alias name, and financial information (e.g.., bank account or credit card details for withdrawal and/or deposit of funds). Step 120 may also require the user to select a user id and password. The user may also be required to accept legal terms and conditions and/or confirm that he/she is at least 18 years old. Thereafter, the system attempts to validate the user's contact and/or other information at step 130. If the user's contact and/or information is/are determined to be valid, the system (or an administrator) activates the user's account at step 140 and the method proceeds to step 150 for the user to login. Step 140 may include sending a message (e.g., an email or SMS message) to the user using the user's contact information, confirming account activation. If the user chooses to login, at step 150, the identity of the user is validated (e.g., by way of validation of a user id and password) at step 160. If the user is a valid registered player, the user is granted access to the game or system at step 170. If the user is not a valid registered player, the method proceeds to step 110 for the user to register. In Fig. 1, the steps in block 125 are performed by a player, the steps in block 115 are performed by the system and the step in block 105 is performed by an administrator or operator of the system. Fig. 2 is a flow diagram of a process for a player to select and begin playing a game in accordance with an embodiment of the present invention. The process may be performed by a web service (system) executed by a web server accessible to users via the Internet. Referring to Fig. 2, a user accesses the website and logs in as a registered player at step 210. The system validates the user's login at step 250 and approves login of the WO 2010/071914 PCT/AU2008/001922 6 user at step 252. If the user's login is valid, the user selects a particular sport at step 212 and a particular league at step 214. Thereafter, the user selects an investment (playing value) at step 216 and confins that value at step 218. The system also confirms the playing value at step 252, debits the user's (player's) account accordingly at step 256, and initialises the player's scorecard at step 258. Thereafter, the player (user) selects a team in the league at step 220 and confirms selection of the team at step 222. The player may select to save and/or print his/her team selection at steps 224 and 226, respectively, and log out at step 228. The system saves the player's team selection at step 260 and logs the player out at step 262. In Fig. 2, the steps in block 215 are performed by a player or user and the steps in block 205 are performed by the system. Fig. 3 is a flow diagram of a process for a user to select and play a game in accordance with an embodiment of the present invention. The process may be performed by a web service (system) executed by a web server accessible to users via the Internet. Referring to Fig. 3, a user accesses the website and registers at step 310. The system records the user's registration at step 330 and validates the user's financial details with the relevant bank or financial institution at step 360. Once the user's financial details are validated, the user selects a sport at step 312, selects a league at step 314, and selects a team at step 316. The user's selections are recorded by the system at step 332. At step 318, the user selects a playing amount or investment and the funds are debited from the user's account at step 362. Thereafter, the system assigns a game at step 334, sets a lockout period at step 336, informs all the players of the game and lockout period at step 338, and displays the game (e.g., the teams/competitors, etc) at step 340. The players view the game at step 320. The results of the game are recorded at step 342, displayed at step 344 and advised to the players at step 354. The players view the results of the game at step 324.
WO 2010/071914 PCT/AU2008/001922 7 After the results of the game are recorded at step 342, the system or administrator disburses winnings to the winning player/s at step 350 and retain an administrator's commission at step 352. The winning player/s receive their winnings at step 322 and the game terminates. In Fig. 3, the steps in block 325 are performed by a player, the steps in block 335 are performed by an operator or administrator of the system, and the step in block 305 is performed by a financial institution (e.g., a bank). It should be noted that the process of Fig. 3 shows only a single round of play of a game for the sake of simplicity. In the course of a game, steps 316, 336 to 344, 320 and 354 are typically performed for each round of play. That is, for each round of play, a lockout period is set, the game status is displayed (e.g., results of previous rounds and player team selections for the current round), and results of the events or matches in the current round are recorded and advised/displayed. Fig. 4 is a screenshot showing team selections by players for the first and second rounds of a game. As may be seen from Fig. 4, the first column 410 is a list of names of the original 11 players of a particular game. The second column 420 shows team selections by the players in the first round. The third column 430 shows team selections by the players in the second round. Column 430 shows that 2 players, namely players FootSTEPZ and Francisco, were eliminated in the first round. Fig. 5 is a screenshot showing team selections by players in a game according to an embodiment of the present invention. Fig. 5 shows a 'carousel' 510 view of the teams in the game. Players may use the 'carousel' to scroll though the teams and select an available team for the next round. Teams selected by a player in a previous round may be 'greyed out' in the carousel 510 to indicate that they are no longer available for selection. Fig. 6 is a flowchart of a method for operating a game based on a real-life competition between a plurality of competitors. The competition comprises a plurality WO 2010/071914 PCT/AU2008/001922 8 of rounds, wherein each round comprises a plurality of events. Typical competitions include sporting competitions, electoral events, popular culture events or any other events in which competitors (individuals or teams) compete against each other in a series of rounds of events (e.g., sports matches). Referring to Fig. 6, investment amounts are obtained from a plurality of players for online participation in the game, at step 610. Such amounts may be obtained, for example, by debiting a player account or by way of a credit card payment or other electronic funds transfer. At step 620, a nominated or selected competitor is obtained from each of the plurality of players participating in the game. The nominated or selected competitors are obtained prior to a lockout period preceding each round of the competition. However, the players may be permitted to change their nominated or selected competitor any number of times prior to commencement of the lockout period. The lockout period typically comprises a predetermined duration that may be determined by the administrator of the game and relayed to the players. Preferably, the players may nominate a particular competitor for only one round of the competition, thus enabling the player to exercise skill and forward planning. At step 630, each player's nominated or selected competitor for the current round is published (e.g., via an online website) after commencement of the lockout period preceding each round of the competition. This effectively enables the players to view each other's nominations or selections for the current round. Nominations for previous rounds may also be viewable by the players. This causes the players to have an interest in other events that will directly affect their chances of winning that overall game. After completion of each round of the competition, winning and losing players are determined based on the outcome of events in a respective round of the competition and losing players are eliminated from the game, at step 640. The outcome of events in a round of the competition and an indication of which of the players are winners and losers may be published (e.g., via an online website) in order to notify the players.
WO 2010/071914 PCT/AU2008/001922 9 After each round, the remaining players continue playing in the game by again nominating or selecting another competitor to win in the next round. This process continues until eventually a winner/s is determined. Upon determining a winning player, an amount greater than the winning player's investment amount is paid to the winning player at step 650. The amount paid to the winning player is determined independently of the players' nominations or selections. The amount paid to the winning player may be dependent on the number of players in the game and may comprise the winning player's investment amount multiplied by the number of players who participated in said game, less an administration fee. Various rules and variations thereof may apply to the game. Some examples, which are not intended to be limiting on the broadest aspects of the invention, include: - A player can generally only select one competitor per round. - A player can generally only select a competitor that he/she has not previously selected, unless he/she has previously chosen all competitors in the competition, in that same game. - A player may change his/her selection an unlimited number of times, prior to commencement of the lockout period. - A player may only enter once in each individual game. - A player can view all other player's selections for the current round after the lockout period has commenced (once the round has closed). - A player can view all other players' previous round selections at all times. - If a player chooses a winning selection, the player progresses to the next round. - A draw is considered a winning selection, and if a player selects a competitor that draws an event, the player will progress to the next round. - If a player selects a losing competitor, the player is eliminated from the game. - The game winner is deemed to be one or more player/s with the last winning selection (i.e., the player/s that has/have the last correct selection in a game). - A player's winnings will be credited to the player's playing account after conclusion of the game.
WO 2010/071914 PCT/AU2008/001922 10 - If all players are eliminated in the first round of a new game, all players will then be automatically re-entered into a new game starting at the next round. - If there are two remaining players in one game, and both are eliminated in the same round, any applicable prize monies shall be split between those two players. - If there are three or more remaining players in a game, and all are eliminated in the same round, any applicable prize monies shall be retained by the administrator. - If a player has exhausted all possible selections in a game except for one or more competitor/s that have a bye in the next round, the player is entitled to select one of the competitors facing a bye. This selection will be deemed a "win" and the player will progress to the next round. - If a player selects a competitor in an event that is subsequently postponed AFTER a lockout period, the player's selection may be deemed to be a "win" so that the player progresses to the next round. However, the particular competitor can not be selected again by the same player in the same game, in keeping with the above single selection rule. Alternatively to the foregoing, if a player selects a competitor in an event that is subsequently postponed AFTER a lockout period, the player's selection may be deemed to be a "loss" and the player is eliminated from the game. - If a player selects a competitor for an event or a round of the competition that is subsequently postponed BEFORE the lockout period, either: (i) the player's selection is deemed to be a "win" and the player progresses to the next round (however, the particular competitor can not be selected again by the same player in the same game, in keeping with the above single selection rule); or (ii) The player shall be required to select another available team prior to commencement of the lockout period or be eliminated from the game. - If an event is postponed (rescheduled) to a date equal to or later than the commencing day of the next round, one of the foregoing rules (i) and (ii) will apply.
WO 2010/071914 PCT/AU2008/001922 11 - If an event is postponed (rescheduled) to a date at least one day prior to the start of the next round, the event will be considered played in the normal manner, and the round shall stand. - If a player fails to make a selection prior to the commencement of the lockout period, the player is eliminated from the game. Embodiments of the present invention may be practised using a computer system 700, such as that illustrated in Figs. 7A and 7B of the accompanying drawings. Figs. 7A and 7B collectively form a schematic block diagram of a general purpose computer system 700, with which embodiments of the present invention can be practiced. As seen in Fig. 7A, the computer system 700 is formed by a computer module 701, input devices such as a keyboard 702, a mouse pointer device 703, a scanner 726, a camera 727, and a microphone 780, and output devices including a printer 715, a display device 714 and loudspeakers 717. An external Modulator-Demodulator (Modem) transceiver device 716 may be used by the computer module 701 for communicating to and from a communications network 720 via a connection 721. The network 720 may be a wide-area network (WAN), such as the Internet or a private WAN. Where the connection 721 is a telephone line, the modem 716 may be a traditional "dial-up" modem. Alternatively, where the connection 721 is a high capacity (e.g., cable) connection, the modem 716 may be a broadband modem. A wireless modem may also be used for wireless connection to the network 720. The computer module 701 typically includes at least one processor 705 and a memory 706, for example, formed from semiconductor random access memory (RAM) and semiconductor read only memory (ROM). The at least one processor 705 may comprise multiple processors or multiple processor cores, for example, arranged in a pipelined or parallel configuration. The module 701 also includes an number of input/output (I/O) interfaces including an audio-video interface 707 that couples to the video display 714, loudspeakers 717 and microphone 780, an 1/0 interface 713 for the keyboard 702, mouse 703, scanner 726, camera 727 and optionally a joystick (not illustrated), and an interface 708 for the external modem 716 and printer 715. In some implementations, the modem 716 may be incorporated within the computer module 701, WO 2010/071914 PCT/AU2008/001922 12 for example within the interface 708. The computer module 701 also has a local network interface 711 which, via a connection 723, permits coupling of the computer system 700 to a local computer network 722, known as a Local Area Network (LAN). As also illustrated, the local network 722 may also couple to the wide network 720 via a connection 724, which would typically include a so-called "firewall" device or device of similar functionality. The interface 711 may be formed by an Etherneta circuit card, a Bluetoothl wireless arrangement or an IEEE 802.11 wireless arrangement. The interfaces 708 and 713 may afford either or both of serial and parallel connectivity, the former typically being implemented according to the Universal Serial Bus (USB) standards and having corresponding USB connectors (not illustrated). Storage devices 709 are provided and typically include a hard disk drive (HDD) 710. Other storage devices such as a floppy disk drive and a magnetic tape drive (not illustrated) may also be used. An optical disk drive 712 is typically provided to act as a non-volatile source of data. Portable memory devices, such optical disks (e.g., CD ROM, DVD), USB-RAM, and floppy disks for example may then be used as appropriate sources of data to the computer system 700. The components 705 to 713 of the computer module 701 typically communicate via an interconnected bus 704 and in a manner which results in a conventional mode of operation of the computer system 700 known to those skilled in the relevant art. Examples of computers on which the described arrangements or embodiments can be practised include IBM-PC's and compatibles, Sun Sparcstations, Apple MacM or similar computer systems. The methods and/or processes described hereinbefore (e.g., with reference to Figs. 1, 2, 3 and 6) may be implemented as software, such as one or more application programs 733 executable within the computer system 700. In particular, steps of the method described hereinafter with reference to Fig. 6 may be implemented as programmed instructions 731 in the software 733 that are executed by the computer system 700. The software instructions 731 may be formed as one or more code modules, each for performing one or more particular tasks. The software may also be divided into two separate parts, in which a first part and the corresponding code modules performs the WO 2010/071914 PCT/AU2008/001922 13 methods described hereinafter and a second part and the corresponding code modules manage a user interface between the first part and the user. The software 733 is generally loaded into the computer system 700 from a computer readable medium (the software 733 and computer readable medium together form a computer program product), and is then typically stored in the HDD 710, as illustrated in Fig. 7A, or the memory 706, after which the software 733 can be executed by the computer system 700. In some instances, the application programs 733 may be supplied to the user encoded on one or more CD-ROM 725 and read via the corresponding drive 712 prior to storage in the memory 710 or 706. Alternatively the software 733 may be read by the computer system 700 from the networks 720 or 722 or loaded into the computer system 700 from other computer readable media. Computer readable storage media refers to any storage medium that participates in providing instructions and/or data to the computer system 700 for execution and/or processing. Examples of such storage media include floppy disks, magnetic tape, CD-ROM, a hard disk drive, a ROM or integrated circuit, USB memory, a magneto-optical disk, or a computer readable card such as a PCMCIA card and the like, whether or not such devices are internal or external to the computer module 701. Examples of computer readable transmission media that may also participate in the provision of software, application programs, instructions and/or data to the computer module 701 include radio or infra-red transmission channels as well as a network connection to another computer or networked device, and the Internet or Intranets including email transmissions and information recorded on Websites and the like. The second part of the application programs 733 and the corresponding code modules mentioned above may be executed to implement one or more graphical user interfaces (GUIs) to be rendered or otherwise represented upon the display 714. Through manipulation of typically the keyboard 702 and the mouse 703, a user of the computer system 700 and the application may manipulate the interface in a functionally adaptable manner to provide controlling commands and/or input to the applications associated with the GUI(s). Other forms of functionally adaptable user interfaces may also be implemented, such as an audio interface utilizing speech prompts output via the loudspeakers 717 and user voice commands input via the microphone 780.
WO 2010/071914 PCT/AU2008/001922 14 Fig. 7B is a detailed schematic block diagram of the at least one processor 705 and a "memory" 734. While only a single processor is shown in Figs. 7A and 7B, those skilled in the art will appreciate that multiple processors or processor cores are used to practise embodiments of the present invention. The memory 734 represents a logical aggregation of all the memory devices (including the HDD 710 and semiconductor memory 706) that can be accessed by the computer module 701 in Fig. 7A. When the computer module 701 is initially powered up, a power-on self-test (POST) program 750 executes. The POST program 750 is typically stored in a ROM 749 of the semiconductor memory 706. A program permanently stored in a hardware device such as the ROM 749 is sometimes referred to as firmware. The POST program 750 examines hardware within the computer module 101 to ensure proper functioning, and typically checks the processor 705, the memory (709, 706), and a basic input-output systems software (BIOS) module 751, also typically stored in the ROM 749, for correct operation. Once the POST program 750 has run successfully, the BIOS 751 activates the hard disk drive 710. Activation of the hard disk drive 710 causes a bootstrap loader program 752 that is resident on the hard disk drive 710 to execute via the processor 705. This loads an operating system 753 into the RAM memory 706 upon which the operating system 753 commences operation. The operating system 753 is a system level application, executable by the processor 705, to fulfil various high level functions, including processor management, memory management, device management, storage management, software application interface, and generic user interface. The operating system 753 manages the memory 709, 706 in order to ensure that each process or application running on the computer module 701 has sufficient memory in which to execute without colliding with memory allocated to another process. Furthermore, the different types of memory available in the system 700 must be used properly so that each process can run effectively. Accordingly, the aggregated memory 734 is not intended to illustrate how particular segments of memory are allocated (unless otherwise stated), but rather to provide a general view of the memory accessible by the computer system 700 and how such is used.
WO 2010/071914 PCT/AU2008/001922 15 The processor 705 includes a number of functional modules including a control unit 739, an arithmetic logic unit (ALU) 740, and a local or internal memory 748, sometimes called a cache memory. The cache memory 748 typically includes a number of storage registers 744 - 746 in a register section. One or more internal buses 741 functionally interconnect these functional modules. The processor 705 typically also has one or more interfaces 742 for communicating with external devices via the system bus 704, using a connection 718. The application program 733 includes a sequence of instructions 731 that may include conditional branch and loop instructions. The program 733 may also include data 732 which is used in execution of the program 733. The instructions 731 and the data 732 are stored in memory locations 728-730 and 735-737 respectively. Depending upon the relative size of the instructions 731 and the memory locations 728-730, a particular instruction may be stored in a single memory location as depicted by the instruction shown in the memory location 730. Alternately, an instruction may be segmented into a number of parts each of which is stored in a separate memory location, as depicted by the instruction segments shown in the memory locations 728-729. In general, the processor 705 is given a set of instructions which are executed therein. The processor 705 then waits for a subsequent input, to which it reacts to by executing another set of instructions. Each input may be provided from one or more of a number of sources, including data generated by one or more of the input devices 702, 703, data received from an external source across one of the networks 720, 722, data retrieved from one of the storage devices 106, 109 or data retrieved from a storage medium 725 inserted into the corresponding reader 712. The execution of a set of the instructions may in some cases result in output of data. Execution may also involve storing data or variables to the memory 734. The embodiments disclosed hereinafter may use input variables 754 that are stored in the memory 734 in corresponding memory locations 755-758. The embodiments disclosed hereinafter may produce output variables 761 that are stored in the memory 734 in corresponding memory locations 762-765. Intermediate variables may be stored in memory locations 759, 760, 766 and 767.
WO 2010/071914 PCT/AU2008/001922 16 The register section 744-746, the arithmetic logic unit (ALU) 740, and the control unit 739 of the processor 705 work together to perform sequences of micro-operations needed to perform "fetch, decode, and execute" cycles for every instruction in the instruction set making up the program 733. Each fetch, decode, and execute cycle comprises: (a) a fetch operation, which fetches or reads an instruction 731 from a memory location 728; (b) a decode operation in which the control unit 739 determines which instruction has been fetched; and (c) an execute operation in which the control unit 739 and/or the ALU 740 execute the instruction. Thereafter, a further fetch, decode, and execute cycle for the next instruction may be executed. Similarly, a store cycle may be performed by which the control unit 739 stores or writes a value to a memory location 732. Each step or sub-process in the methods or processes described herein is associated with one or more segments of the program 733, and is performed by the register section 744-747, the ALU 740, and the control unit 739 in the processor 705 working together to perform the fetch, decode, and execute cycles for every instruction in the instruction set for the noted segments of the program 733. As described hereinbefore, embodiments of the invention may be practised as a web-based application delivered via various possible internet-capable devices. Such devices include computer systems, portable or hand-held computer systems, Personal Digital Assistant (PDA) devices and mobile telephones. In certain embodiments, certain information may be delivered to players of the game via the Internet and/or by Short Messaging Service (SMS) and/or by Multimedia Messaging Service (MMS). For example, results of a round of competition of a game and/or player nominations/selections of competitors for one or more rounds of the competition may be made available to the players in this manner. Similarly, players may submit information via the Internet and/or by Short Messaging Service (SMS) and/or by Multimedia Messaging Service (MMS). For example, information relating to a player's investment WO 2010/071914 PCT/AU2008/001922 17 for a game and/or the player's nomination/selection of a competitor for a particular round of the competition may be submitted in this manner. Entry of such information received from a player may be automatically input to the computer system or manually input to the computer system by an operator or administrator. The foregoing describes only a small number of embodiments of the present invention, and modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive. (Australia Only)In the context of this specification, the word "comprising" means "including principally but not necessarily solely" or "having" or "including", and not "consisting only of'. Variations of the word "comprising", such as "comprise" and "comprises" have correspondingly varied meanings.
Claims (21)
1. An online method for operating a game based on a real-life competition between a plurality of competitors, said competition comprising a plurality of rounds, each round comprising a plurality of events, said method comprising the steps of: obtaining investment amounts from a plurality of players for online participation in said game; prior to a lockout period preceding each round of said competition, obtaining a nominated competitor from each of said plurality of players still participating in said game; publishing via an online website, after commencement of the lockout period preceding each round of said competition, each player's nominated competitor for that round; after completion of each round of said competition, determining winning and losing players based on the outcome of events in a respective round of said competition and eliminating losing players from said game; and upon determining a winning player, paying said winning player an amount greater than said winning player's investment amount; wherein the amount paid to said winning player is determined independently of said players' nominations.
2. The method of claim 1, wherein said players are permitted to change their nominated competitor prior to commencement of said lockout period.
3. The method of claim 1 or claim 2, wherein said players may nominate a particular competitor for only one round of said competition.
4. The method of claim 1, comprising the further step of publishing, via said online website, the outcome of events in a round of said competition and an indication of which of said players are winners and losers. WO 2010/071914 PCT/AU2008/001922 19
5. The method of claim 1, wherein the amount paid to said winning player is determined based on the number of players in said game.
6. The method of claim 5, wherein said amount paid to said winning player comprises the winning player's investment amount multiplied by the number of players who participated in said game, less an administration fee.
7. The method of claim 1, wherein players who nominated competitors for a round of said competition in which the outcome of an event which said competitors participate in is a draw, are deemed to be winners for that round.
8. A computer system for operating a game based on a real-life competition between a plurality of competitors, said competition comprising a plurality of rounds, each round comprising a plurality of events, said computer system comprising: a memory for storing data and program instructions; a communications interface for receiving and transmitting data via a communication network; and a processor coupled to said memory and said communications interface, said processor programmed to: receive data representative of investment amounts from a plurality of players for participation in said game; receive data representative of a nominated competitor from each of said plurality of players still participating in said game, prior to a lockout period preceding each round of said competition; transmit, after commencement of the lockout period preceding each round of said competition, data representative of each player's nominated competitor for that round; transmit, after completion of each round of said competition, data representative of winning players for the respective round of said competition and data representative of losing players that are eliminated from said game; and transmit, upon determination of a winning player, data representative of an amount to be paid to said winning player, wherein said amount is greater than said WO 2010/071914 PCT/AU2008/001922 20 winning player's investment amount and said amount is independent of said players' nominations.
9. The computer system of claim 8, wherein said processor is further programmed to enable said players to change their nominated competitor prior to commencement of said lockout period.
10. The computer system of claim 8 or claim 9, wherein said processor is further programmed to prevent said players nominating a particular competitor for more than one round of said competition.
11. The computer system of claim 8, wherein said processor is further programmed to transmit the outcome of events in a round of said competition and an indication of which of said players are winners and losers.
12. The computer system of claim 8, wherein said processor is further programmed to determine the amount paid to said winning player based on the number of players in said game.
13. The computer system of claim 12, wherein said processor is further programmed to determine said amount paid to said winning player by multiplying the winning player's investment amount by the number of players who participated in said game, less an administration fee.
14. The computer system of claim 8, wherein said processor is further programmed to deem players who nominated competitors for a round of said competition in which the outcome of an event which said competitors participated in is a draw, as winners for that round.
15. A computer program product comprising a computer readable medium comprising a computer program recorded therein for operating a game based on a real- WO 2010/071914 PCT/AU2008/001922 21 life competition between a plurality of competitors, said competition comprising a plurality of rounds, each round comprising a plurality of events, said computer program product comprising: - computer program code means for obtaining investment amounts from a plurality of players for online participation in said game; computer program code means for, prior to a lockout period preceding each round of said competition, obtaining a nominated competitor from each of said plurality of players still participating in said game; computer program code means for publishing via an online website, after commencement of the lockout period preceding each round of said competition, each player's nominated competitor for that round; computer program code means for, after completion of each round of said competition, determining winning and losing players based on the outcome of events in a respective round of said competition and eliminating losing players from said game; computer program code means for, upon determining a winning player, paying said winning player an amount greater than said winning player's investment amount, wherein the amount paid to said winning player is determined independently of said players' nominations.
16. The computer program product of claim 15, further comprising computer program code means for enabling said players to change their nominated competitor prior to commencement of said lockout period.
17. The computer program product of claim 15 or claim 16, further comprising computer program code means for preventing said players from nominating a particular competitor for more than one round of said competition.
18. The computer program product of claim 15, further comprising computer program code means for publishing, via said online website, the outcome of events in a round of said competition and an indication of which of said players are winners and losers. WO 2010/071914 PCT/AU2008/001922 22
19. The computer program product of claim 15, further comprising computer program code means for determining the amount paid to said winning player based on the number of players in said game.
20. The computer program product of claim 19, further comprising computer program code means for determining said amount paid to said winning player by multiplying the winning player's investment amount by the number of players who participated in said game, less an administration fee.
21. The computer program product of claim 15, further comprising computer program code means for deeming players who nominated competitors for a round of said competition in which the outcome of an event which said competitors participated in is a draw, as winners for that round.
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PCT/AU2008/001922 WO2010071914A1 (en) | 2008-12-24 | 2008-12-24 | Method and system for operating a game based on a real-life competition |
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WO1995005876A1 (en) * | 1993-08-27 | 1995-03-02 | Christopher Russell Byrne | Super keno |
US6508710B1 (en) * | 1999-12-27 | 2003-01-21 | Virtgame Corp. | Gaming system with location verification |
US7172508B2 (en) * | 2001-01-23 | 2007-02-06 | Burton Simon | Multi-person parimutuel betting games based on sporting events |
US20050049731A1 (en) * | 2004-07-30 | 2005-03-03 | Terry Dell | Interactive wagering contest method and system |
AU2006201150B2 (en) * | 2005-03-18 | 2008-10-30 | Jim Drossos | Interactive tipping system |
US20060252520A1 (en) * | 2005-04-22 | 2006-11-09 | Platis Harry B | Pari-mutuel wagering on large entrant pools system and method |
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