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Multi-player, word-puzzle game played competitively as a contest over an electronic network

a word-puzzle game and multi-player technology, applied in the field of advertising, marketing and promotion, can solve the problems that players cannot copy or learn from each other, and achieve the effect of reducing the possibility of cheating, promoting preferred behaviors, and promoting the effect of branding and other “impressions

Inactive Publication Date: 2010-09-02
SONNTAG GARRETT ALLEN +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0019]The words and phrases (keys) used in the game can be selected from material that is relevant to some message or cause. In a typical implementation of the invention, the keys are specifically chosen so as to reinforce preferred behaviors, attitudes, subject matter, messages, branding and other “impressions” that a business or other entity (sponsor) would want to develop within its target audience. By repetitively placing these keys in the puzzle, the intended impressions are reinforced in the player's mind. This unique aspect of the invention makes it particularly useful in advertising, marketing and training situations where the action of repetitively manipulating the keys in an attempt to solve the puzzle reinforces deliberately chosen messages in the player's mind.
[0035]Since a given list of keys can generate numerous unique orientations, each player will be given the same list of keys but they each will be provided a blank matrix which represents a different orientation of that set of keys. In this way every player is playing a unique game (a unique orientation of keys) with an equal level of difficulty and fairness (same set of keys).
[0037]The software randomly pads the matrix with additional blank squares before and after each key. These blank squares mask the actual length of the solutions in order to enhance the complexity of the game. The player therefore cannot match the length of a key to the number of blanks as a tactic to solve the puzzle.

Problems solved by technology

Therefore, players cannot copy or learn from each other.

Method used

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  • Multi-player, word-puzzle game played competitively as a contest over an electronic network
  • Multi-player, word-puzzle game played competitively as a contest over an electronic network
  • Multi-player, word-puzzle game played competitively as a contest over an electronic network

Examples

Experimental program
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Embodiment Construction

[0028]The invention is an electronic game where a list of words or phrases (keys) is displayed alongside a matrix of interlocking squares. The player attempts to fit the keys into the empty matrix. The keys intersect on the matrix at points where they share a letter.

[0029]The keys are not required to fit exactly in the squares provided. This adds a measure of complexity to the game in that players cannot simply count the number of letters in a key and match that to the number of empty boxes to determine where a key fits in the puzzle.

[0030]Not all of the keys are necessarily needed in order to solve the puzzle This adds a measure of complexity to the game because the player must determine which keys are to be used and which are to be ignored.

[0031]Clues can be requested to assist in the solution of the puzzle. For instance, some or all of the letters of one of the keys might be revealed in their correct orientation on the puzzle. When clues are given, the player's score is penalized...

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PUM

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Abstract

The invention embodies the systems, processes and methods that collectively administrate and deliver to players a multi-player game in which the players solve a word puzzle and compete against other players for how easily and quickly they solve the puzzle.The game is presented to the players as a matrix of interlocking blank boxes and a list of words or phrases (keys). The keys fit into the matrix in some predetermined fashion. The player must determine the correct orientation of the keys on the puzzle in order to finish the game. Through trial and error the player places the keys into the boxes until the player finds an orientation that fits the puzzle. The player's score is the elapsed time it takes to solve the puzzle adjusted for any clues that are provided. The winner of the game is the player with the lowest score.The game can be used in a variety of advertising and promotional contexts and also can support on-line gaming for prizes.The advertising applications of the game are compelling because the words of the keys in the game can be selected such that they reinforce a marketing message. Businesses can customize games and offer prizes to the winner. The players repetitively manipulate the keys while playing the game and, in so doing, the players become more familiarized with the intended marketing message.The features of the game overcome several of the challenges to on-line competitive gaming by providing a quick, fair, skills-based game that is neither gambling, lottery or sweepstakes and is relatively impervious to cheating.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS[0001]This application claims priority to U.S. provisional patent application Ser. No. 61 / 203,492 filed on Dec. 24, 2008 by these inventors.STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT[0002]Not applicableREFERENCE TO SEQUENCE LISTING[0003]Not applicableBACKGROUND OF THE INVENTION[0004]The relevance of the invention is in the field of advertising, marketing and promotion where the game is used to reinforce the assimilation of business branding and messages by forcing the player to repetitively manipulate a series of key words and phrases (keys) in an effort to find the correct orientation of the keys in a given puzzle. By playing the game, the players are exposed to deliberately crafted messages and repetition of the messages through repetitively manipulating the keys, enhances the mental imprint and retention of those messages.[0005]The invention is also applicable to training and education where memorization of key words and...

Claims

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Application Information

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IPC IPC(8): A63F9/24
CPCA63F2003/0428A63F3/00643
Inventor HOLMES, STEPHEN JAYSONNTAG, GARRETT ALLEN
Owner SONNTAG GARRETT ALLEN
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