US2004097287A1PendingUtilityA1

Method and system for gaming over a computer network

Priority: Nov 14, 2002Filed: Nov 14, 2002Published: May 20, 2004
Est. expiryNov 14, 2022(expired)· nominal 20-yr term from priority
Inventors:Richard Postrel
G07F 17/3239G07F 17/32G07F 17/3276
47
PatentIndex Score
0
Cited by
0
References
0
Claims

Abstract

A networked, online gaming system and method of operation, the system including a plurality of players, each operating a game playing computer interconnected over a network with a gaming server computer. The gaming server computer generates a profile for each of the players, which may include the player's gaming proficiency, and socioeconomic and physical data of the player. The gaming server computer matches the players (as teammates or opponents) to play a game based on the profile of the players, supervises the game played by the matched players, modifies controllable parameters of the game being played, and manages a reward point account provided for each player.

Claims

exact text as granted — not AI-modified
I claim:  
     
         1 . A method of operating a networked gaming system comprising the steps of: 
 generating a profile for each of a plurality of players associated with a game playing computer interconnected over a computer network with a gaming server computer;    the gaming server computer matching at least two of said players to play a game based on the profile of each of said players; and    each of the matched players using their associated game playing computers to play a game with each other over the computer network.    
     
     
         2 . The method of  claim 1  further comprising the step of the gaming server computer supervising at least part of the game being played.  
     
     
         3 . The method of  claim 1  wherein the step of generating a profile for each of a plurality of players comprises the step of ascertaining the proficiency of a player and including the ascertained proficiency in the profile of the player.  
     
     
         4 . The method of  claim 3  wherein the step of ascertaining the proficiency of a player comprises the step of ascertaining the proficiency of a player with respect to a game played on the game playing computer.  
     
     
         5 . The method of  claim 3  wherein the step of ascertaining the proficiency of a player comprises the step of the gaming server providing a proficiency test to the player on the game playing computer.  
     
     
         6 . The method of  claim 5  further comprising the step of the gaming server providing an additional proficiency test to the player on the game playing computer on the occurrence of a re-test condition.  
     
     
         7 . The method of  claim 6  wherein the re-test condition is met when the player reaches a predefined level of play.  
     
     
         8 . The method of  claim 6  wherein the re-test condition is met when the player has played at least a predefined number of games.  
     
     
         9 . The method of  claim 6  wherein the re-test condition is met when the player has played less than a predefined number of games.  
     
     
         10 . The method of  claim 6  wherein the re-test condition is met when the player has won a predefined number of games.  
     
     
         11 . The method of  claim 6  wherein the re-test condition is met when a predefined amount of time has expired.  
     
     
         12 . The method of  claim 6  wherein the gaming server awards at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein the re-test condition is met when the number of reward points awarded to a player exceeds a predetermined threshold.  
     
     
         13 . The method of  claim 6  wherein the gaming server awards at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein the re-test condition is met when the number of reward points awarded to a player is less than a predetermined threshold.  
     
     
         14 . The method of  claim 1  wherein the gaming server awards at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein players are matched based on the number of points in their respective accounts.  
     
     
         15 . The method of  claim 3  wherein the step of ascertaining the proficiency a player comprises the step of the gaming server measuring a proficiency score of the player with respect to a game played on the game playing computer.  
     
     
         16 . The method of  claim 15  further comprising the step of revising the proficiency score of a player based on the results of games played by the player.  
     
     
         17 . The method of  claim 15  wherein the step of the gaming server measuring a proficiency score of the player comprises the steps of: 
 the gaming server computer administering a game skill proficiency test to the player;  
 the player executing the game skill proficiency test administered by the gaming server computer;  
 the gaming server computer generating a proficiency score for the player representing the player's proficiency in the test, based on the success of the player executing the test; and  
 the gaming server computer storing the player's proficiency score in memory.  
 
     
     
         18 . The method of  claim 15  wherein the step of the gaming server measuring a proficiency score of the player comprises the steps of: 
 the gaming server monitoring a game played by the player,  
 the gaming server computer generating a proficiency score for the player representing the player's proficiency in the game, based on the success of the player playing the game; and  
 the gaming server computer storing the player's proficiency score in memory.  
 
     
     
         19 . The method of  claim 1  wherein the step of generating a profile for each of a plurality of players comprises the step of a player inputting socioeconomic profile data to the gaming server over the computer network.  
     
     
         20 . The method of  claim 19  wherein said socioeconomic profile data is selected from the group consisting of the player's age, the player's gender, the player's occupation, the player's leisure interests, the player's desires, and the player's income level.  
     
     
         21 . The method of  claim 19  wherein the socioeconomic profile data input by the player into the gaming server is verified by the gaming server before the player maybe matched with other players.  
     
     
         22 . The method of  claim 21  wherein the gaming server verifies the socioeconomic profile data by an extrinsic method.  
     
     
         23 . The method of  claim 21  wherein the gaming server verifies the socioeconomic profile data by an intrinsic method.  
     
     
         24 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game comprises the gaming server matching two players to play a game against each other over the computer network.  
     
     
         25 . The method of  claim 1  wherein the gaming server computer matches at least two of said players to play a game in accordance with match requests made by players.  
     
     
         26 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game comprises the gaming server forming at least two teams of players, each team comprising at least two players, to play a game against each other over the computer network.  
     
     
         27 . The method of  claim 26  wherein the teams are formed in accordance with team match requests made by players.  
     
     
         28 . The method of  claim 1  wherein the gaming server computer matches at least two of said players to play a game in accordance with challenge requests made by players.  
     
     
         29 . The method of  claim 1  wherein the gaming server computer requests certain players to play based on predefined criteria.  
     
     
         30 . The method of  claim 1  wherein a system sponsor issues a request for players having predefined characteristics.  
     
     
         31 . The method of  claim 26  wherein the game played over the computer network requires a plurality of different roles to be played, wherein each role is assigned to a player by the gaming server.  
     
     
         32 . The method of  claim 31  wherein the roles each have associated proficiency requirements, and wherein a player is assigned a role in a game based on the proficiency requirements of the role matching proficiency measurements contained in the profile of the player.  
     
     
         33 . The method of  claim 31  wherein a player is assigned a role in a game based on socioeconomic data in the profile of the player.  
     
     
         34 . The method of  claim 33  wherein said socioeconomic data is selected from the group consisting of the player's age, the player's gender, the player's occupation, the player's leisure interests, the player's income level, and the player's ideology.  
     
     
         35 . The method of  claim 31  wherein a player is assigned a role in a game based on the geographic location of the player.  
     
     
         36 . The method of  claim 1  wherein the gaming server computer matches at least two of said players to play a game in accordance with a physical profile of the players.  
     
     
         37 . The method of  claim 36  wherein the physical profile comprises a physical description of the player and a photograph of the player.  
     
     
         38 . The method of  claim 36  wherein the physical profile comprises video images of the player.  
     
     
         39 . The method of  claim 36  wherein the physical profile comprises voice recordings of the player.  
     
     
         40 . The method of  claim 36  wherein the physical profile comprises biofeedback data of the player.  
     
     
         41 . The method of  claim 36  wherein the gaming server provides a screening function to match requests made by players based on a physical profile of the player.  
     
     
         42 . The method of  claim 1  further comprising the step of generating a profile for a team comprised of a plurality of players, and wherein the gaming server matches at least two teams to play a game based on the profile of each team.  
     
     
         43 . The method of  claim 3  wherein the step of matching at least two of said players to play a game comprises the steps of 
 a first player having a first player proficiency score requesting to be matched with another player to play a game; and  
 the gaming server computer determining a second player having a proficiency score within a predefined range of the first player.  
 
     
     
         44 . The method of  claim 1  further comprising the step of the gaming server computer issuing an invitation to a matched player to play a game.  
     
     
         45 . The method of  claim 44  further comprising the steps of 
 the second player accepting the invitation to play a game with the first player; and  
 the first player and the second player playing a game.  
 
     
     
         46 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players further comprises the gaming server matching players on the basis of historical play between players.  
     
     
         47 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players further comprises the steps of: 
 a player providing match criteria to the gaming server computer, and  
 the gaming server computer utilizing the match criteria provided by the player to match said player with another player for game play.  
 
     
     
         48 . The method of  claim 47  wherein the match criteria comprises socioeconomic criteria.  
     
     
         49 . The method of  claim 48  wherein the socioeconomic criteria is selected from the group consisting of a player's age, a player's gender, a player's occupation, a player's leisure interests, and a player's income level, and the player's ideology.  
     
     
         50 . The method of  claim 3  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players further comprises the steps of: 
 a first player requesting to be matched with a second player having a relatively higher proficiency, and  
 the gaming server requesting a second player having a relatively higher proficiency to play the first player.  
 
     
     
         51 . The method of  claim 50  comprising the further step of the gaming server offering the second player consideration in exchange for playing a game against the first player.  
     
     
         52 . The method of  claim 3  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players further comprises matching a first player having a relatively higher proficiency with a player having a relatively lower proficiency by: 
 the gaming server determining a plurality of players having a relatively lower proficiency than the first player, and  
 the gaming server conducting an auction to determine which of the plurality of players having a relatively lower proficiency than the first player will be matched to play the first player.  
 
     
     
         53 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players is performed automatically by the gaming server.  
     
     
         54 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players is performed randomly by the gaming server.  
     
     
         55 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players comprises the steps of: 
 a first player requesting to be matched with a second player to play a game,  
 the gaming server determining a plurality of players having a profile that matches the first player,  
 the gaming server providing to the first player a list of the plurality of players having a profile that matches the first player, and  
 the first player selecting one of the players from the list to play a game.  
 
     
     
         56 . The method of  claim 1  wherein the step of the gaming server computer matching at least two of said players to play a game based on the profile of each of said players comprises the steps of: 
 a first player requesting to be matched with a second player to play a game,  
 the gaming server determining a plurality of players having a profile that matches the first player and that are available for playing the game at the time of the first player's request,  
 the gaming server providing to the first player a list of the plurality of players having a profile that matches the first player and that are available for playing the game at the time of the first player's request, and  
 the first player selecting one of the players from the list to play a game.  
 
     
     
         57 . The method of  claim 1  wherein a player selects a player to play from a list of available players provided by the gaming server.  
     
     
         58 . The method of  claim 1  wherein the players are matched in the playing of a tournament, wherein a player may enter the tournament at any time, and further wherein the tournament continues without defined termination criteria.  
     
     
         59 . The method of  claim 1  wherein the game played is selected from the group consisting of a game of chance, a game of skill, a fantasy role playing game, an historical game, a knowledge-based game, a futuristic game, a war game, a psychological game, and a sports game.  
     
     
         60 . The method of  claim 1  wherein the gaming server modifies controllable parameters of the game while it is being played by the players.  
     
     
         61 . The method of  claim 60  wherein the modifications made by the gaming server correspond to the proficiency level of the players.  
     
     
         62 . The method of  claim 60  wherein the modifications made by the gaming server are random.  
     
     
         63 . The method of  claim 60  wherein the modifications made by the gaming server are selective.  
     
     
         64 . The method of  claim 60  wherein the modifications made by the gaming server are defined by predetermined criteria.  
     
     
         65 . The method of  claim 3  wherein the gaming server selects players of different proficiencies to play with each other, and wherein a handicap is assigned to a player having a relatively higher proficiency than a player having a relatively lower proficiency.  
     
     
         66 . The method of  claim 3  wherein a player having a relatively higher proficiency is placed on a team by request of other players.  
     
     
         67 . The method of  claim 66  wherein the player having a relatively higher proficiency is assigned a handicap by the gaming server.  
     
     
         68 . The method of  claim 3  further comprising the step of at least one of the players being awarded with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player.  
     
     
         69 . The method of  claim 68  wherein the number of reward points awarded to a player is correlated to the proficiency of the player.  
     
     
         70 . The method of  claim 69  wherein players having a relatively high proficiency are awarded with a relatively lower number of reward points.  
     
     
         71 . The method of  claim 69  wherein players having a relatively high proficiency are awarded with a relatively higher number of reward points.  
     
     
         72 . The method of  claim 68  wherein the number of reward points awarded to a player is correlated to the complexity of the game played.  
     
     
         73 . The method of  claim 68  wherein the player's reward point account is stored on a reward server computer associated with an entity that provides other reward points for transactions directly between the player and the entity.  
     
     
         74 . The method of  claim 73  wherein the reward points awarded to the player are transferred into the player's reward point account immediately after being awarded to the player by the gaming server.  
     
     
         75 . The method of  claim 73  wherein the reward points awarded to the player are held in a temporary player account associated with the gaming server, and wherein points are subsequently transferred to the player's reward point account on the occurrence of a predefined condition.  
     
     
         76 . The method of  claim 79  comprising the further steps of awarding additional reward points to the player based on additional game play, and accumulating said additional reward points into the temporary player account prior to being transferred to the player's reward point account.  
     
     
         77 . The method of  claim 79  further comprising the steps of the player requesting to play a premium game which requires usage of reward points to be able to play, the gaming server subtracting points from the temporary player account in exchange for allowing the player to play the premium game.  
     
     
         78 . The method of  claim 79  wherein the predefined condition that initiates transfer of reward points from the temporary player account into the player's reward point account is the player logging off from the gaming server.  
     
     
         79 . A method of operating a networked gaming system comprising the steps of: 
 at least two players, each associated with a game playing computer interconnected over a computer network with a gaming server computer, playing a game with each other over the computer network;    the gaming server computer supervising at least part of the game being played;    at least one of the players being awarded with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player.    
     
     
         80 . The method of  claim 79  wherein the number of reward points awarded to a player is correlated to the complexity of the game played.  
     
     
         81 . The method of  claim 79  wherein the player's reward point account is stored on a reward server computer associated with an entity that provides other reward points for transactions directly between the player and the entity.  
     
     
         82 . The method of  claim 81  wherein the reward points awarded to the player are transferred into the player's reward point account immediately after being awarded to the player by the gaming server.  
     
     
         83 . The method of  claim 81  wherein the reward points awarded to the player are held in a temporary player account associated with the gaming server, and wherein points are subsequently transferred to the player's reward point account on the occurrence of a predefined condition.  
     
     
         84 . The method of  claim 81  comprising the further steps of awarding additional reward points to the player based on additional game play, and accumulating said additional reward points into the temporary player account prior to being transferred to the player's reward point account.  
     
     
         85 . The method of  claim 83  further comprising the steps of the player requesting to play a premium game which requires usage of reward points to be able to play, the gaming server subtracting points from the temporary player account in exchange for allowing the player to play the premium game.  
     
     
         86 . The method of  claim 83  wherein the predefined condition that initiates transfer of reward points from the temporary player account into the player's reward point account is the player logging off from the gaming server.  
     
     
         87 . The method of  claim 79  wherein reward points are deducted from a player's reward point account if the time that the player requires to complete a game is greater than a predetermined threshold.  
     
     
         88 . The method of  claim 79  wherein reward points are deducted from a player's reward point account if the player loses a game.  
     
     
         89 . The method of  claim 79  wherein reward points are deducted from a player's reward point account if a player fails to meet predetermined play criteria during play of a game.  
     
     
         90 . The method of  claim 79  wherein reward points are deducted from a player's reward point account if a player requests assistance in the game from the gaming server.  
     
     
         91 . The method of  claim 79  wherein reward points are added to a player's reward point account if a player meets predetermined play criteria during play of a game.  
     
     
         92 . The method of  claim 79  wherein reward points are deducted from a player's reward point account if a player requests that the time allotted to play a game be increased.  
     
     
         93 . The method of  claim 79  wherein the reward points awarded to a player are provided by a sponsor in exchange for sponsor advertisements served by the gaming server to the game playing computers.  
     
     
         94 . The method of  claim 97  wherein a player may exchange reward points from his reward point account for a prize supplied by the sponsor.  
     
     
         95 . A networked gaming system comprising: 
 a plurality of game playing computers selectively interconnected over a computer network, each of said game playing computers adapted to play a game with other game playing computers over the computer network; and    a gaming server computer selectively interconnected over the computer network to said game playing computers, said gaming server computer adapted to: 
 generate a profile for each of a plurality of players associated with each of the game playing computers; and  
 match at least two of said players to play a game against each other based on the profile of each of said players.  
   
     
     
         96 . The system of  claim 95  wherein the gaming server is further adapted to supervise at least part of a game being played by the players.  
     
     
         97 . The system of  claim 95  wherein the gaming server generates a profile for each of a plurality of players by ascertaining the proficiency of a player and including the ascertained proficiency in the profile of the player.  
     
     
         98 . The system of  claim 97  wherein the gaming server ascertains the proficiency of a player by ascertaining the proficiency of a player with respect to a game played on the game playing computer.  
     
     
         99 . The system of  claim 97  wherein the gaming server ascertains the proficiency of a player by providing a proficiency test to the player on the game playing computer.  
     
     
         100 . The system of  claim 99  wherein the gaming server is further adapted to provide an additional proficiency test to the player on the game playing computer on the occurrence of a re-test condition.  
     
     
         101 . The system of  claim 100  wherein the re-test condition is met when the player reaches a predefined level of play.  
     
     
         102 . The system of  claim 100  wherein the re-test condition is met when the player has played at least a predefined number of games.  
     
     
         103 . The system of  claim 100  wherein the re-test condition is met when the player has played less than a predefined number of games.  
     
     
         104 . The system of  claim 100  wherein the re-test condition is met when the player has won a predefined number of games.  
     
     
         105 . The system of  claim 100  wherein the re-test condition is met when a predefined amount of time has expired.  
     
     
         106 . The system of  claim 100  wherein the gaming server is further adapted to award at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein the re-test condition is met when the number of reward points awarded to a player exceeds a predetermined threshold.  
     
     
         107 . The system of  claim 100  wherein the gaming server is further adapted to award at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein the re-test condition is met when the number of reward points awarded to a player is less than a predetermined threshold.  
     
     
         108 . The system of  claim 95  wherein the gaming server is further adapted to award at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player, and wherein players are matched based on the number of points in their respective accounts.  
     
     
         109 . The system of  claim 95  wherein the gaming server ascertains the proficiency a player by measuring a proficiency score of the player with respect to a game played on the game playing computer.  
     
     
         110 . The system of  claim 109  wherein the gaming server is further adapted to revise the proficiency score of a player based on the results of games played by the player.  
     
     
         111 . The system of  claim 109  wherein the gaming server is adapted to measure a proficiency score of the player by: 
 administering a game skill proficiency test to the player;  
 generating a proficiency score for the player representing the player's proficiency in the test based on the success of the player executing the test; and  
 storing the player's proficiency score in memory.  
 
     
     
         112 . The system of  claim 109  wherein the gaming server is adapted to measure a proficiency score of the player by: 
 monitoring a game played by the player,  
 generating a proficiency score for the player representing the player's proficiency in the game, based on the success of the player playing the game; and  
 storing the player's proficiency score in memory.  
 
     
     
         113 . The system of  claim 95  wherein the gaming server is adapted to generate a profile for each of a plurality of players by receiving socioeconomic profile data from a game playing computer over the computer network.  
     
     
         114 . The system of  claim 113  wherein said socioeconomic profile data is selected from the group consisting of the player's age, the player's gender, the player's occupation, the player's leisure interests, and the player's income level.  
     
     
         115 . The system of  claim 113  wherein the socioeconomic profile data input by the player into the gaming server is verified by the gaming server before the player may be matched with other players.  
     
     
         116 . The system of  claim 115  wherein the gaming server verifies the socioeconomic profile data by an extrinsic system.  
     
     
         117 . The system of  claim 115  wherein the gaming server verifies the socioeconomic profile data by an intrinsic system.  
     
     
         118 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game by matching two players to play a game against each other over the computer network.  
     
     
         119 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game in accordance with match requests made by players.  
     
     
         120 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game by forming at least two teams of players, each team comprising at least two players, to play a game against each other over the computer network.  
     
     
         121 . The system of  claim 120  wherein the teams are formed in accordance with team match requests made by players.  
     
     
         122 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game in accordance with challenge requests made by players.  
     
     
         123 . The system of  claim 95  wherein the gaming server computer requests certain players to play based on predefined criteria.  
     
     
         124 . The system of  claim 95  wherein a system sponsor issues request for players having predefined characteristics.  
     
     
         125 . The system of  claim 120  wherein the game played over the computer network requires a plurality of different roles to be played, wherein each role is assigned to a player by the gaming server.  
     
     
         126 . The system of  claim 125  wherein the roles each have associated proficiency requirements, and wherein a player is assigned a role in a game based on the proficiency requirements of the role matching proficiency measurements contained in the profile of the player.  
     
     
         127 . The system of  claim 125  wherein a player is assigned a role in a game based on socioeconomic data in the profile of the player.  
     
     
         128 . The system of  claim 127  wherein said socioeconomic data is selected from the group consisting of the player's age, the player's gender, the player's occupation, the player's leisure interests, the player's income level, and the player's ideology.  
     
     
         129 . The system of  claim 125  wherein a player is assigned a role in a game based on the geographic location of the player.  
     
     
         130 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game in accordance with a physical profile of the players.  
     
     
         131 . The system of  claim 130  wherein the physical profile comprises a physical description of the player and a photograph of the player.  
     
     
         132 . The system of  claim 130  wherein the physical profile comprises video images of the player.  
     
     
         133 . The system of  claim 130  wherein the physical profile comprises voice recordings of the player.  
     
     
         134 . The system of  claim 130  wherein the physical profile comprises biofeedback data of the player.  
     
     
         135 . The system of  claim 131  wherein the gaming server provides a screening function to match requests made by players based on a physical profile of the player.  
     
     
         136 . The system of  claim 95  wherein the gaming server is further adapted to generate a profile for a team comprised of a plurality of players, and wherein the gaming server matches at least two teams to play a game based on the profile of each team.  
     
     
         137 . The system of  claim 97  wherein the gaming server is adapted,to match at least two of said players to play a game by: 
 receiving a request from a first player having a first player proficiency score to be matched with another player to play a game; and  
 determining a second player having a proficiency score within a predefined range of the first player.  
 
     
     
         138 . The system of  claim 95  wherein the gaming server is further adapted to issue an invitation to a matched player to play a game.  
     
     
         139 . The system of  claim 138  wherein the gaming server is adapted to supervise a game between the second player, that has accepted the invitation to play a game with the first player, and the first player.  
     
     
         140 . The system of  claim 95  wherein the gaming server computer matches at least two of said players to play a game based on the profile of each of said players by matching players on the basis of historical play between players.  
     
     
         141 . The system of  claim 95  wherein the gaming server computer is adapted to match at least two of said players to play a game based on the profile of each of said players by: 
 obtaining match criteria from a player, and  
 utilizing the match criteria to match said player with another player for game play.  
 
     
     
         142 . The system of  claim 141  wherein the match criteria comprises socioeconomic criteria.  
     
     
         143 . The system of  claim 142  wherein the socioeconomic criteria is selected from the group consisting of a player's age, a player's gender, a player's occupation, a player's leisure interests, and a player's income level, and the player's ideology.  
     
     
         144 . The system of  claim 97  wherein the gaming server computer is adapted to match at least two of said players to play a game based on the profile of each of said players by: 
 receiving a request from a first player to be matched with a second player having a relatively higher proficiency, and  
 requesting a second player having a relatively higher proficiency to play the first player.  
 
     
     
         145 . The system of  claim 144  wherein the gaming server is further adapted to offer the second player consideration in exchange for playing a game against the first player.  
     
     
         146 . The system of  claim 97  wherein the gaming server computer is adapted to match at least two of said players to play a game based on the profile of each of said players by matching a first player having a relatively higher proficiency with a player having a relatively lower proficiency by: 
 determining a plurality of players having a relatively lower proficiency than the first player, and  
 conducting an auction to determine which of the plurality of players having a relatively lower proficiency than the first player will be matched to play the first player.  
 
     
     
         147 . The system of  claim 95  the gaming server computer is adapted to automatically match at least two of said players to play a game based on the profile of each of said players.  
     
     
         148 . The system of  claim 95  the gaming server computer is adapted to randomly match at least two of said players to play a game based on the profile of each of said players.  
     
     
         149 . The system of  claim 95  wherein the gaming server computer is adapted to match at least two of said players to play a game based on the profile of each of said players by: 
 receiving a request from a first player to be matched with a second player to play a game,  
 determining a plurality of players having a profile that matches the first player,  
 providing to the-first player a list of the plurality of players having a profile that matches the first player, and  
 receiving a selection from the first player of one of the players from the list to play a game.  
 
     
     
         150 . The system of  claim 95  wherein the gaming server computer is adapted to match at least two of said players to play a game based on the profile of each of said players by: 
 receiving a request from a first player to be matched with a second player to play a game,  
 determining a plurality of players having a profile that matches the first player and that are available for playing the game at the time of the first player's request,  
 providing to the first player a list of the plurality of players having a profile that matches the first player and that are available for playing the game at the time of the first player's request, and  
 receiving a selection from the first player of one of the players from the list to play a game.  
 
     
     
         151 . The system of  claim 95  wherein a player selects a player to play from a list of available players provided by the gaming server.  
     
     
         152 . The system of  claim 95  wherein the players are matched in the playing of a tournament, wherein a player may enter the tournament at any time, and further wherein the tournament continues without defined termination criteria.  
     
     
         153 . The system of  claim 95  wherein the game played is selected from the group consisting of a game of chance, a game of skill, a fantasy role playing game, an historical game, a knowledge-based game, a futuristic game, a war game, a psychological game, and a sports game.  
     
     
         154 . The system of  claim 95  wherein the gaming server is adapted to modify controllable parameters of the game while it is being played by the players.  
     
     
         155 . The system of  claim 154  wherein the modifications made by the gaming server correspond to the proficiency level of the players.  
     
     
         156 . The system of  claim 154  wherein the modifications made by the gaming server are random.  
     
     
         157 . The system of  claim 154  wherein the modifications made by the gaming server are selective.  
     
     
         158 . The system of  claim 154  wherein the modifications made by the gaming server are defined by predetermined criteria.  
     
     
         159 . The system of  claim 97  wherein the gaming server selects players of different proficiencies to play with each other, and wherein a handicap is assigned to a player having a relatively higher proficiency than a player having a relatively lower proficiency.  
     
     
         160 . The system of  claim 97  wherein a player having a relatively higher proficiency is placed on a team by request of other players.  
     
     
         161 . The system of  claim 160  wherein the player having a relatively higher proficiency is assigned a handicap by the gaming server.  
     
     
         162 . The system of  claim 97  wherein the gaming server is further adapted to award at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player.  
     
     
         163 . The system of  claim 162  wherein the number of reward points awarded to a player is correlated to the proficiency of the player.  
     
     
         164 . The system of  claim 163  wherein players having a relatively high proficiency are awarded with a relatively lower number of reward points.  
     
     
         165 . The system of  claim 163  wherein players having a relatively high proficiency are awarded with a relatively higher number of reward points.  
     
     
         166 . The system of  claim 162  wherein the number of reward points awarded to a player is correlated to the complexity of the game played.  
     
     
         167 . The system of  claim 162  wherein the player's reward point account is stored on a reward server computer associated with an entity that provides other reward points for transactions directly between the player and the entity.  
     
     
         168 . The system of  claim 167  wherein the reward points awarded to the player are transferred into the player's reward point account immediately after being awarded to the player by the gaming server.  
     
     
         169 . The system of  claim 167  wherein the reward points awarded to the player are held in a temporary player account associated with the gaming server, and wherein points are subsequently transferred to the player's reward point account on the occurrence of a predefined condition.  
     
     
         170 . The system of  claim 169  wherein additional reward points are awarded to the player based on additional game play, and accumulating said additional reward points into the temporary player account prior to being transferred to the player's reward point account.  
     
     
         171 . The system of  claim 169  wherein, with the player requesting to play a premium game which requires usage of reward points to be able to play, the gaming server subtract points from the temporary player account in exchange for allowing the player to play the premium game.  
     
     
         172 . The system of  claim 169  wherein the predefined condition that initiates transfer of reward points from the temporary player account into the player's reward point account is the player logging off from the gaming server.  
     
     
         173 . A networked gaming system comprising: 
 a plurality of game playing computers selectively interconnected over a computer network, each of said game playing computers adapted to play a game with other game playing computers over the computer network; and    a gaming server computer selectively interconnected over the computer network to said game playing computers, said gaming server computer adapted to: 
 supervise at least part of a game being played between a plurality of players associated with the game playing computers;  
 awarded at least one of the players with reward points based on the outcome of the game played, said reward points stored into a reward point account associated with the player.  
   
     
     
         174 . The system of  claim 173  wherein the number of reward points awarded to a player is correlated to the complexity of the game played.  
     
     
         175 . The system of  claim 173  wherein the player's reward point account is stored on a reward server computer associated with an entity that provides other reward points for transactions directly between the player and the entity.  
     
     
         176 . The system of  claim 175  wherein the reward points awarded to the player are transferred into the player's reward point account immediately after being awarded to the player by the gaming server.  
     
     
         177 . The system of  claim 175  wherein the reward points awarded to the player are held in a temporary player account associated with the gaming server, and wherein points are subsequently transferred to the player's reward point account on the occurrence of a predefined condition.  
     
     
         178 . The system of  claim 177  wherein additional reward points are awarded to the player based on additional game play and accumulated into the temporary player account prior to being transferred to the player's reward point account.  
     
     
         179 . The system of  claim 177  wherein a player requests to play a premium game which requires usage of reward points to be able to play, the gaming server subtracts points from the temporary player account in exchange for allowing the player to play the premium game.  
     
     
         180 . The system of  claim 177  wherein the predefined condition that initiates transfer of reward points from the temporary player account into the player's reward point account is the player logging off from the gaming server.  
     
     
         181 . The system of  claim 173  wherein reward points are deducted from a player's reward point account if the time that the player requires to complete a game is greater than a predetermined threshold.  
     
     
         182 . The system of  claim 173  wherein reward points are deducted from a player's reward point account if the player loses a game.  
     
     
         183 . The system of  claim 173  wherein reward points are deducted from a player's reward point account if a player fails to meet predetermined play criteria during play of a game.  
     
     
         184 . The system of  claim 173  wherein reward points are deducted from a player's reward point account if a player requests assistance in the game from the gaming server.  
     
     
         185 . The system of  claim 173  wherein reward points are added to a player's reward point account if a player meets predetermined play criteria during play of a game.  
     
     
         186 . The system of  claim 173  wherein reward points are deducted from a player's reward point account if a player requests that the time allotted to play a game be increased.  
     
     
         187 . The system of  claim 173  wherein the reward points awarded to a player are provided by a sponsor in exchange for sponsor advertisements served by the gaming server to the game playing computers.  
     
     
         188 . The system of  claim 187  wherein a player may exchange reward points from his reward point account for a prize supplied by the sponsor.

Join the waitlist — get patent alerts

Track US2004097287A1 — get alerts on status changes and closely related new filings.

We store only your email — no account needed. See our privacy policy.