Sweepstakes, games, and puzzles often involve the use of individual, interrelated pieces. For example, in some sweepstakes, individual game pieces are distributed and used in conjunction with a game board. Participants in the sweepstakes collect the individual game pieces with the goal of forming a set, such as a set corresponding to indicia on the game board. In puzzles used primarily for amusement, individual pieces often are arranged relative to one another in order to solve the puzzle. In a simple example, solving a traditional jigsaw puzzle involves arranging differently shaped puzzle pieces until they fit together to form an image. There is a demand for new types of sweepstakes, games, and puzzles to engage increasingly sophisticated consumers. Innovative game pieces can be useful in these and other contexts.
Disclosed herein are embodiments of an electronic game piece. Some embodiments of the disclosed electronic game piece include a light, a proximity sensor, and a proximity-sensor target. Activation of the proximity sensor can cause the light to illuminate. For example, the proximity sensor can be a switch positioned in a circuit between the light and a battery. The electronic game piece can be configured to light up when arranged with other electronic game pieces. The proximity sensor, for example, can be configured to be activated by a proximity-sensor target substantially identical to the proximity-sensor target of the electronic game piece, but separate from the electronic game piece. In some embodiments of the disclosed electronic game piece, the proximity-sensor target is magnetic and the proximity sensor can be activated by a magnetic field.
The light, the proximity sensor, and the proximity-sensor target can be positioned within an internal portion of the electronic game piece, such as an internal portion that cannot be accessed without breaking the electronic game piece. In some embodiments of the disclosed electronic game piece, the proximity sensor or the proximity-sensor target is positioned substantially adjacent to an internal surface of a top wall, the opposite side of which is a top major surface of the electronic game piece. In these embodiments, the other of the proximity-sensor or the proximity-sensor target can be positioned substantially adjacent to an internal surface of a bottom wall, the opposite side of which is a bottom major surface of the electronic game piece. In embodiments having top and bottom major surfaces, the top and bottom major surfaces can have perimeters of substantially the same shape (e.g., substantially circular or substantially shaped as polygons having three or more sides of substantially the same length).
When illuminated, the light in some embodiments of the disclosed electronic game piece is visible on a portion of a side surface extending between the top and bottom major surfaces of the electronic game piece. The light, the proximity sensor, and the proximity-sensor target can be positioned within the electronic game piece at three different radial positions, all of which are closer to the side surface than to a center axis substantially centered on and perpendicular to the top and bottom major surfaces of the electronic game piece. A substantially circular pattern of alternating recesses and protrusions can be included on the top and bottom major surfaces of the electronic game piece. These alternating recesses and protrusions can, for example, be used to facilitate physical interlocking between the electronic game piece and separate electronic game pieces.
Also disclosed are embodiments of a set of electronic game pieces. Embodiments of the disclosed set of electronic game pieces can include first and second electronic game pieces, such as first and second electronic game pieces having substantially the same overall shape. Each of the first and second electronic game pieces can include a light, a proximity sensor, and a proximity-sensor target. The first and second electronic game pieces can be configured so that at a certain relative position, the proximity-sensor target of the first electronic game piece activates the proximity sensor of the second electronic game piece causing the light of the second electronic game piece to illuminate. Similarly, the first and second electronic game pieces can be configured so that at a certain relative position, the proximity-sensor target of the first electronic game piece activates the proximity sensor of the second electronic game piece causing the light of the second electronic game piece to illuminate and, simultaneously, the proximity-sensor target of the second electronic game piece activates the proximity sensor of the first electronic game piece causing the light of the first electronic game piece to illuminate. In some embodiments of the disclosed set of electronic game pieces, the proximity-sensor target of the first electronic game piece only activates the proximity sensor of the second electronic game piece when the proximity-sensor target of the first electronic game piece is substantially aligned with the proximity sensor of the second electronic game piece.
When positioned such that the proximity-sensor target of the first electronic game piece activates the proximity sensor of the second electronic game piece, a top major surface of the first electronic game piece can be adjacent to and interlocking with a bottom major surface of the second electronic game piece. In a different configuration, the top major surface of the first electronic game piece can be adjacent to and not interlocking with the bottom major surface of the second electronic game piece. When positioned such that the proximity-sensor target of the first electronic game piece activates the proximity sensor of the second electronic game piece, side surfaces of the first and second electronic game pieces can be substantially aligned with each other. When stacked with the top major surface of the first electronic game piece adjacent to the bottom major surface of the second electronic game piece, the side surfaces of the first and second electronic game pieces can be exposed. The lights of the first and second electronic game pieces, when illuminated, can be visible on portions of the side surfaces.
Also disclosed are embodiments of a method of using electronic game pieces. The method can include arranging three or more electronic game pieces in a first stacked arrangement and observing whether lights on the electronic game pieces are simultaneously illuminated when the electronic game pieces are positioned in the first stacked arrangement. Simultaneous illumination of the lights on the electronic game pieces can represent a winning arrangement. If the lights on the electronic game pieces are not simultaneously illuminated when the electronic game pieces are positioned in the first stacked arrangement, the method also can include arranging the electronic game pieces in a second stacked arrangement different than the first stacked arrangement and observing whether lights on the electronic game pieces are simultaneously illuminated when the electronic game pieces are positioned in the second stacked arrangement.
Arranging the electronic game pieces in the first stacked arrangement can include positioning the electronic game pieces such that a top major surface of a first of the electronic game pieces is adjacent to a bottom major surface of a second of the electronic game pieces and a top major surface of the second electronic game piece is adjacent to a bottom major surface of a third of the electronic game pieces. Side surfaces of the electronic game pieces can be exposed in the first stacked arrangement. In addition, the lights on the electronic game pieces can be substantially aligned on portions of the side surfaces of the electronic game pieces in the first stacked arrangement. Arranging the electronic game pieces in the first stacked arrangement also can include physically interlocking a top major surface of a first of the electronic game pieces with a bottom major surface of a second of the electronic game pieces and a top major surface of the second electronic game piece with a bottom major surface of a third of the electronic game pieces.
Throughout this disclosure, the singular terms “a,” “an,” and “the” include plural referents unless the context clearly indicates otherwise. Similarly, the word “or” is intended to include “and” unless the context clearly indicates otherwise. Directional terms, such as “upper,” “lower,” “front,” “back,” “vertical,” and “horizontal,” are used herein to express and clarify the relationship between various elements. It should be understood that such terms do not denote absolute orientation (e.g., a “vertical” component can become horizontal by rotating the device).
Described herein are embodiments of an electronic game piece, a set of electronic game pieces, and a method of using electronic game pieces. Some embodiments of the disclosed electronic game piece are well suited for use in promotional games, such as sweepstakes, in which the electronic game piece is given away for promotional purposes. Multiple electronic game pieces can be collected and grouped to create sets, which can be intrinsically desirable or exchangeable for a prize. For example, the electronic game pieces can be given away to the first customers at a new retail location, to customers who purchase certain items, to trade show attendees, or to individuals in any other scenario in which the prospect of receiving an electronic game piece serves a promotional purpose. The electronic game pieces also can be purchased or traded.
Separate electronic game pieces can differ from one another in the quantity and/or arrangement of internal proximity sensors and proximity-sensor targets. The proximity-sensor target of one electronic game piece can activate the proximity sensor of a separate electronic game piece when the two are aligned. Activating a proximity sensor can cause a light to illuminate on the electronic game piece including the proximity sensor. Aligning multiple proximity sensors and proximity-sensor targets can cause lights on multiple electronic game pieces to illuminate. In this way, multiple electronic game pieces can be arranged and rearranged as a puzzle to determine an arrangement in which all of the lights are illuminated. In some disclosed embodiments, a winning arrangement of electronic game pieces is one in which a certain number of electronic game pieces (e.g., three, four, five, or a greater number) are stacked with the lights aligned and simultaneously illuminated. This occurs, for example, when each of the electronic game pieces in the stack includes a proximity sensor activated by a proximity-sensor target of an adjacent electronic game piece in the stack. In various embodiments, the lights of the game pieces may illuminate only when the lights are in a particular arrangement. As an example, the lights may illuminate only when the lights of two or more stacked game pieces are vertically aligned.
Embodiments of the disclosed electronic game piece can be made to include no visible indication of their internal configuration. The primary way to determine their internal configuration can be to test how the electronic game piece interacts with other electronic game pieces. Some electronic game piece configurations can be less common than others. Controlling the availability of certain critical electronic game piece configurations can allow for control over the probability of obtaining a set of electronic game pieces capable of arrangement into a stack in which a winning number of lights are aligned and illuminated. This control is particularly useful when the electronic game pieces are used in a sweepstakes and a stack in which a winning number of lights are aligned and illuminated is exchangeable for a prize. Embodiments of the disclosed electronic game piece also can be sold in sets as puzzles for amusement, in which case at least one of each electronic game piece configuration required to complete the puzzle can be included.
When used in a sweepstakes, embodiments of the disclosed electronic game piece can be designed to prevent tampering. For example, the electronic game piece can be sealed such that accessing an internal portion of the electronic game piece is only possible by breaking the electronic game piece. Some embodiments of the disclosed electronic game piece are encased in a hard-plastic, tamper-evident shell. Tampering also can be prevented with the use of an identifier on the electronic game piece, such as a serial number and/or a Radio Frequency Identification (RFID) tag. The internal configuration corresponding to each identifier can be recorded prior to distribution of the electronic game pieces for reference when a winning set of electronic game pieces is redeemed.
As shown in
The center portions 114 of the top and bottom major surfaces 102, 104 of the electronic game piece 100 are flat and slightly recessed. In some embodiments of the disclosed electronic game piece, text and/or images are affixed (e.g., printed or attached with a sticker) to one or both of the center portions of the top and bottom major surfaces. The text and/or images can be promotional or decorative. Text and/or images also can be affixed to other portions of the electronic game piece, such as around the side surface. In one example, a corporate logo is affixed to the center portions of the top and bottom major surfaces and a text trademark is affixed around the side surface of the electronic game piece.
As shown in
In the illustrated electronic game piece 100, the light 130 is a light emitting diode (LED) 150. Other embodiments can include a different type of light, such as an incandescent, fluorescent, halogen, xenon, neon, or another commercially-available type of light. LEDs are particularly well suited for use in embodiments of the disclosed electronic game piece due to their compact size, low power demand, low heat output, long life, and high durability. The LED 150 of the electronic game piece 100 is blue. Instead of a blue LED, other embodiments can include a LED of another color, such as white, red, orange, yellow, or green. The LED 150 is positioned behind the window 108. The window 108 is frosted such that light from the LED 150 is visible through the window when the LED is illuminated, but the structure of the LED is not visible through the window when the LED is not illuminated. As shown in
The light 130, proximity sensor 132, battery stack 136, and associated electrical connections are shown in greater detail in
The proximity sensor 332 of the electronic game piece 300 also has a different configuration than the proximity sensor 132 of the electronic game piece 100. As discussed above, the proximity sensor 132 is activated by a proximity-sensor target positioned above the proximity sensor. In contrast, the proximity sensor 332 is activated by a proximity-sensor target positioned below the proximity sensor. In this alterative configuration, the spring (not shown) is positioned in the lower spring compartment (not shown) and the contact plate 368 wraps around the bottom of the lower spring compartment. Similar to the configuration shown in
The proximity sensors and proximity-sensor targets shown and described are exemplary only. Other embodiments can include different components to detect and trigger each other based on physical proximity. In embodiments that include magnets, a variety of types of magnets can be used. The top magnets 122, 222, 322 and bottom magnets 126, 226, 326 of the electronic game pieces 100, 200, 300 are all cylindrical, neodymium magnets. Other embodiments can include, for example, another type of permanent magnet (e.g., ceramic or another type of rare-earth magnet) having the same or a different shape (e.g., cuboid). Other embodiments also can include temporary magnets. For example, these embodiments can include an electromagnet activated when a switch is triggered, such as by physical interaction with a separate electronic game piece.
The radial positions of the top magnets 122, 222, 322, bottom magnets 126, 226, 326, and proximity sensors 132, 232, 332 of the electronic game pieces 100, 200, 300 determine how the electronic game pieces interact with each other. As shown in FIG. 12, when stacked with the electronic game piece 100 on the bottom, the electronic game piece 200 in the middle, the electronic game piece 300 on the top, and the lights 130, 230, 330 aligned, the lights are all simultaneously illuminated. In this configuration, the bottom magnet 226 of the electronic game piece 200 activates the proximity sensor 132 of the electronic game piece 100, the bottom magnet 326 of the electronic game piece 300 activates the proximity sensor 232 of the electronic game piece 200, and the top magnet 222 of the electronic game piece 200 activates the proximity sensor 332 of the electronic game piece 300. The interactivity of the electronic game pieces 100, 200, 300 is exemplary only of the possible interactivity of disclosed embodiments of sets of electronic game pieces. Depending primarily on the number of electronic game pieces in a set, the number of proximity sensor and proximity-sensor target positions within each electronic game piece, and the number of proximity sensors and proximity-sensor targets within each electronic game piece, dozens, hundreds, thousands, or millions of different sets can be created.
Embodiments of the disclosed electronic game piece can include no proximity sensors, one proximity sensor (e.g., the electronic game pieces 100, 200, 300), two, three, four, five, six, seven, eight, nine, ten, or a greater number of proximity sensors. Similarly, embodiments of the disclosed electronic game piece can include no proximity-sensor targets, one proximity-sensor target (e.g., the electronic game piece 300), two proximity-sensor targets (e.g., the electronic game pieces 100, 200), three, four, five, six, seven, eight, nine, ten, or a greater number of proximity-sensor targets. Multiple proximity sensors can be electrically connected in parallel, such that activation of any one of the proximity sensors activates the light of the electronic game piece, or in series, such that activation of all of the proximity sensors is required to activate the light of the electronic game piece.
As discussed above, disclosed embodiments of sets of electronic game pieces can be configured such that some or all of the electronic game pieces in the set can be positioned in a winning arrangement. Different electronic game pieces also can be distributed for amusement with no predetermined winning arrangement. A winning arrangement of electronic game pieces can be one in which a certain number of electronic game pieces (e.g., three, four, five, or a greater number) are stacked with the lights aligned (or not aligned) and simultaneously illuminated. An electronic game piece holder can be included to hold the stacks of electronic game pieces such that the lights are visible. If the winning arrangement of electronic game pieces is one in which a certain number of electronic game pieces are stacked with the lights aligned and simultaneously illuminated, the electronic game piece holder can include aligned windows or openings through which the lights of electronic game pieces within the electronic game piece holder are visible. If the winning arrangement of electronic game pieces is one in which a certain number of electronic game pieces are stacked with the lights not aligned and simultaneously illuminated, the electronic game piece holder can include openings at different radial positions with each opening corresponding to the radial position of an illuminated light in a winning arrangement of electronic game pieces. Holders with different patterns of openings can be provided in conjunction with sets of electronic game pieces. When used in a sweepstakes, the different holders can be exchangeable for different prizes when completed.
In various embodiments, game tokens (e.g., “whizwells”) can be either physical devices, virtual tokens, or both. As an example of virtual embodiments, whizwells can be distributed electronically. In these embodiments, one or more network devices may track various aspects of whizwells. As an example, these network devices may track who has whizwells, their worth, distribution and redemption criteria, etc. Whizwells may be associated with one or more advertisers. As an example, a first whizwell may be associated with one advertiser, a second whizwell may be associated with two advertisers, and a third whizwell may be associated with three advertisers. In various embodiments, the whizwells may indicate with which advertiser(s) they are associated, e.g., by placement of the advertiser's logo or other marketing information. Distribution criteria may indicate when whizwells are to be distributed. As an example, an advertiser may specify that whizwells are to be distributed when a product is purchased during a particular promotion, by a customer fitting a particular profile, or indeed matching any other criteria.
Various “games” and other events can specify redemption criteria for whizwells. A consumer who collects sufficient whizwells meeting the redemption criteria may redeem a prize or other item of value by presenting the collected whizwells meeting the criteria. The redemption criteria may specify which whizwells are redeemable. As an example, a manufacturer and a credit card company may collaborate to create whizwells with their logos. A consumer who purchases items associated with the manufacturer using the credit card may receive some number of whizwells at the time of purchase. By collecting a specified number of whizwells and redeeming them, the consumer may be eligible to receive a prize. Thus, by specifying prizes and limiting access to whizwells, various values can be set for different whizwells.
Consumers can receive physical or virtual tokens representing the whizwells. As examples, a consumer may receive physical whizwells when purchasing a product. Alternatively, a consumer may receive virtual tokens via electronic mail, text messaging, wireless communications between the customer's cellular telephone or mobile computing device and equipment at a vendor's premises, etc. In various embodiments, a whizwell distributor or other entity may act as a clearinghouse for whizwells. Clearinghouse functions are well known. As examples, clearinghouses can clear trades (e.g., between customers) of whizwells, clear and/or settle whizwell distribution and redemption activity, regulate delivery of whizwells, and report on whizwell ownership/trade data. Thus, a clearinghouse can aggregate and validate whizwell-related transactions. In various embodiments, clearinghouses can perform some or all of these functions, and indeed other functions not described herein.
Consumers may use whizwells in one or more games or events. As an example, the credit card company may enable redemption of whizwells no matter which manufacturer is associated with the whizwell, e.g., perhaps for different prizes.
Moreover, the game may change over time. As an example, a consumer who is unable to collect a sufficient number of whizwells for one game or event may nevertheless be able to use the collected whizwells for a different game or event (e.g., because the original game or event has ended.) Consequently, whizwells may expire or their value may change over time, e.g., depending on what games they can be used in or how they can be redeemed. An advertiser may identify an expiry date for whizwells and all entities participating in the whizwell network may honor such expiry dates.
Thus, entities may use whizwells as part of a marketing campaign. Thereafter, transactions relating to whizwells, including distribution and redemption, can be analyzed for marketing purposes.
In various embodiments, a customer can accept or refuse whizwells, e.g., based on criteria the customer specifies. As an example, whizwells may be transmitted to the customer on a regular basis, e.g., based on the customer's present geographical location (e.g., as detected by a GPS device associated with the customer's mobile phone). The customer may be participating in a particular set of games and may specify that only whizwells of a particular value or from a particular source are to be accepted. The filters can also be based on which games they are useful in, their expiry dates, where they are redeemable, for which prizes they are redeemable, and so forth. Thus, a customer can specify various criteria for accepting or rejecting whizwells. These filtration may occur at the user's computing device (e.g., mobile computing device), at a whizwell distributor, or elsewhere. In various embodiments, a learning algorithm may learn the customer's preferences over time, e.g., by observing the customer's use of whizwells.
Referring to
Advertisers may be manufacturers, service providers, or indeed any person or entity that is interested in advertising their offerings or otherwise creating whizwells. The advertisers may need to pay a fee, e.g., to a distributor of whizwells, to create, distribute, and/or manage the redemption of whizwells.
One or more retailers, e.g., retailer 1508a, retailer 1508b, and so forth may also connect via the network 1504. As an example, whizwell distributor 1506 may distribute whizwells to the retailers, receive transaction and redemption information from the retailers, and so forth. Consumers may also trade whizwells or participate in an exchange of whizwells. Thus, whizwells can be distributed to consumers using various distribution mechanisms, and the distribution of whizells can be limitless.
Consumers may receive and redeem whizwells from the retailers, from the advertisers, or from others, e.g., a partner 1512a. The consumers may connect via one or more retailers to the network 1504, or may connect directly. As an example, a consumer 1510a connects via retailer 1508a; consumer 1510b connects via both retailer 1508a and directly; and consumer 1510p connects via retailers 1508b and 1508m. The consumers may connect to receive whizwells, redeem whizwells, change whizwell ownership information (e.g. trade whizwells with others), etc. The partners can be entities that participate in the whizwell ecosphere, e.g., by providing redemption opportunities. As examples, partners can be service providers, advertisers, or other entities. As a more specific example, an advertiser may specify as redemption criteria that once a customer collects a particular set of whizwells, the consumer can redeem the whizwells at a hotel chain partner.
In various embodiments, a whizwell distributor may approach an advertiser with marketing opportunities. As examples, the whizwell distributor may observe trends in the market, e.g., based on how advertisers or customers are using or responding to other whizwells, market analysis techniques, etc.
In various embodiments, a whizwell distributor or other entity may proyide a customer with assistance in selecting whizwells for redemption, e.g., by suggesting redemption. The suggestions can be based on the customer's preferences, an optimal redemption, or other criteria. As an example, the logic may determine that some whizwells are about to expire and may suggest that some prizes are available to be redeemed. Alternatively, the logic may determine that some prizes the customer may be interested in (and has sufficient whizwells to redeem for) are about to become unavailable and may suggest redemption.
In various embodiments, the described technology may provide optimization logic to customers for collection and/or redemption of whizwells. As an example, when a customer is purchasing an item, the optimization logic may recommend using a particular credit card or shopping at an alternate retailer to maximize the value of collected whizwells. As another example, the optimization logic may provide the customer with a list of prizes that can be selected based on the customer's collection of whizwells. The optimization logic may send an alert to the customer's mobile device or cellular telephone, may send an alert via electronic mail, may be available via a Web site, etc. Because redemption criteria can change in real time, the optimization logic may have some value and so an entity may charge the customer for use of the optimization logic. In various embodiments, the optimization logic may be software that the customer accesses.
In various embodiments, the described technology may provide optimization logic to advertisers. As an example, the optimization logic may compute an advertiser's exposure to whizwell redemption. A particular advertiser may have allocated an amount of money for marketing via an advertising campaign. If whizwells are distributed but not redeemed, the advertiser's exposure to redemption decreases and so the advertiser becomes able to distribute additional whizwells, thereby increasing the amount of available advertising for no (or little) additional marketing expenditure. The optimization logic may compute the redemption exposure and provide this information to advertisers so that they can optimize their marketing expenditure.
As would be recognizable by one skilled in the art, the described technology enables analysis of advertising campaigns. As an example, a whizwell distributor or advertiser may be able to determine whether a particular advertising campaign is successful. “Impressions” identify the number of times a particular advertisement is viewed or received, e.g., by potential customers. In various embodiments, distribution of whizwells can be a function of impressions. As an example, the more people who see an advertisement, the more likely it is that more people will request and/or receive whizwells. A whizwell may be distributed by a retailer to a first consumer who then distributes it to a second consumer. Thus the whizwell can be said to cause two “impressions.” Moreover, some whizwells may be accepted by more people than other whizwells, e.g., based on the relative perceived values of the whizwells. An advertising campaign may be deemed successful based on distribution and redemption of whizwells. As an example, an advertiser may desire to distribute a much larger number of whizwells than are redeemed, and in that case, the advertising campaign may be deemed successful when a small percentage of distributed whizwells are redeemed. Alternatively, a different advertiser may desire a large number of distributed whizwells to be redeemed. Because an entity (e.g., the whizwell distributor or other clearinghouse) can collect data on how many whizwells are requested, received, traded, and/or redeemed, the entity is able to help advertisers and others compute whether or not a particular advertising campaign has been successful. In some embodiments, the described technology may measure whether an advertising campaign is successful by computing a ratio of a number of distributed virtual game tokens versus a number of redeemed virtual game tokens. In various embodiments, measuring the success of advertising campaigns may involve these and/or other factors.
The computing devices on which the described technology may be implemented may include one or more central processing units, memory, input devices (e.g., keyboard and pointing devices), output devices (e.g., display devices), storage devices (e.g., disk drives), and network devices (e.g., network interfaces). The memory and storage devices are computer-readable media that may store instructions that implement the importance system. In addition, the data structures and message structures may be stored or transmitted via a data transmission medium, such as a signal on a communications link. Various communications links may be used, such as the Internet, a local area network, a wide area network, or a point-to-point dial-up connection.
In view of the many possible embodiments to which the principles of the disclosed invention may be applied, it should be recognized that the illustrated embodiments are only preferred examples of the invention and should not be taken as limiting the scope of the invention. Rather, the scope of the invention is defined by the following claims. I therefore claim as my invention all that comes within the scope and spirit of these claims.
This application is a continuation-in-part of U.S. patent application Ser. No. 12/851,153, filed Aug. 5, 2010, titled “ELECTRONIC GAME PIECE,” and a continuation of Attorney Docket No. 77824.WO00, titled “ADJUSTABLE ELECTRONIC GAME PIECE,” filed Aug. 5, 2011, both of which are incorporated in their entirety by reference.
Number | Date | Country | |
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Parent | 12851153 | Aug 2010 | US |
Child | 13204581 | US |