US2007281772A1PendingUtilityA1

Complex problem-solving entertaining game, method, system in a distributed computing environment

Assignee: GWALTNEY DAVID LEVIPriority: May 11, 2006Filed: May 11, 2007Published: Dec 6, 2007
Est. expiryMay 11, 2026(expired)· nominal 20-yr term from priority
A63F 13/12A63F 13/335A63F 13/65A63F 13/30
27
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Claims

Abstract

A system for solving a client's real-life problem in a distributed computing environment comprising a client-delimited entertaining interactive game comprising at least one metaphor object having entertainment value and representing at least one key element of the problem where game players are not informed that game play is seeking information for solving the client's real-life problem.

Claims

exact text as granted — not AI-modified
1 . A system for solving a complex real-life problem comprising
 A client who owns the problem and desires to gather information to enable a solution to the problem, the problem comprising multiple variables, factors, causes, and interactions,   An entertaining interactive game for a distributed computing environment developed to help collect information to enable a solution to the problem comprising at least one metaphor object, the metaphor object having an entertainment objective and being derived from of at least one key element of the problem, and at the level of game play having a non-obvious relationship to the problem, client-defined constraints embedded in the definition for the metaphor object, and   Human players who play the game in a distributed computing environment where the players are not given direct identifying information about the problem to be solved via game play and where the client receives information compiled from game play and applies the information to help solve the problem.   
   
   
       2 . A system per  claim 1  where the distributed computing environment is web-based. 
   
   
       3 . A system per  claim 1  where the distributed computing environment is Intranet-based. 
   
   
       4 . A system per  claim 1  further comprising a game marketing and promotion campaign whereby players are targeted and invited to play the game based on the players' attributes. 
   
   
       5 . A computer-implemented entertaining interactive game in a distributed computing environment for solving a client's real-life complex referent problem comprising instructions on a computer-readable medium for:
 Defining and presenting to a game player information relating to an object of the game without a disclosure that the game object is linked to the problem;   Defining at one least one metaphor object having entertainment value and being derived from at least one key element of the problem and having a non-obvious relationship to the problem at the level of game play, the metaphor object having client-pre-set embedded constraints;   Enabling manipulation of the metaphor object by the game player via a game interface device, the manipulation purposed to achieve an object of the game and creating a game universe environment where the metaphor object is primary and the problem is disassociated therefrom;   Compilation of game play information and storage in a database;   Evaluation of compiled game play information per client pre-defined algorithms, and   Presentation of the compiled and evaluated game play information to the client for application by the client to a possible solution for the problem.   
   
   
       6 . A game per  claim 5  further comprising instructions for automatically and electronically delivering to the game player a post-game play reward per the client's pre-defined rules for rewards and after the client's application of information compiled from game play. 
   
   
       7 . A game per  claim 5  wherein the game is multi-player and iterative. 
   
   
       8 . A game per  claim 5  wherein the game is single-player and iterative. 
   
   
       9 . A computer-implemented entertaining interactive game in a distributed computing environment for solving a client's real-life complex referent problem comprising instructions on a computer-readable medium for:
 Defining and presenting to a game player information relating to an object of the game and disclosing some information about the problem;   Defining at one least one metaphor object having entertainment value and being derived from at least one key element of the problem, the metaphor object having a non-obvious relationship to the problem;   Enabling manipulation of the metaphor object by the game player via a game interface device, the manipulation purposed to achieve an object of the game and creating a game universe environment where the metaphor object is primary and the problem is disassociated therefrom;   Compilation of game play information and storage in a database;   Evaluation of compiled game play information per the client's pre-defined algorithms in a game—game compiler interface, and   Presentation of the compiled game play information to the client via a game compiler—client computer interface for application by the client to a possible solution for the problem.   
   
   
       10 . A method for solving a client's complex real-life problem comprising the steps of:
 Client-driven problem definition for purposes of development of an interactive entertaining game for solving the problem;   Development of an interactive entertaining game for a distributed computing environment comprising identification and definition of at least one metaphor object for manipulation in game play, the metaphor object being derived from at least one key element of the problem and having entertainment value, and creating a game universe context that is disassociated from an actual problem context;   Compilation of information from game play;   Analysis of compiled information per client pre-defined algorithms and assembly of a solution document comprising a solution for the problem, and   Client-driven validation of the solution document via real-life application of the solution to the problem.   
   
   
       11 . The method per  claim 10  further comprising the step of marketing the game to human players who are targeted based on the players' attributes.

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