Consumer loyalty programs generally reward consumers who use a product or service with points which can be translated into discounts. These discounts can come in the form of free products or services related to those for which the points are acquired. Both the reward and the merchandise are generally related to currency. That is, points are rewarded based on dollars spent and the rewards generated are based on a monetary value. Airline mileage programs and credit card point programs are two examples of product loyalty programs. Mileage programs tie point acquisition to miles flown, which often correlates to money spent on the flight. Similarly, points in credit card programs are generally tied to dollars spent using the card.
There are generally no loyalty based programs for participating on on-line game play or computer application usage. Achievements are generally limited to in-game rewards, and can be rewarded with additional game play elements within the context of the game itself. Thus reward programs are generally tied to the particular game economy in which a reward was received, and loyalty programs do not currently apply to general applications.
Technology is presented to provide incentives for users to use computer applications. Use of an application by a user is tracked and incentive credits are provided to the user based on the use. Tokens can be provided based on time of use and/or application based incentives, such as achievements in a game or number of times an activity is performed. A limit may be placed on the amount of tokens a user may have at any time, inducing the user to redeem the tokens. Credit redemption is provided by redemption system which rewards users with prizes based on a fixed or random generation of prize rewards under the guise of game play based on chance or other premise.
In one embodiment, the technology is a computer implemented method to provide user incentives to application user. Use of one or more applications by a user is tracked and redemption tokens provided based on milestones in the use. Prize redemption scenarios are provided, with each scenario including a set of prizes suitable for use in one or more of the applications. Uses of reward redemption tokens are received and prizes issued randomly in response to the redemption of the tokens.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
b illustrate an alternative a user interface for selecting a reward set in accordance with the present technology
Technology is presented for rewarding participants for use of applications, such as games or productivity applications. The technology provides rewards which need not be tied to the economy of the application, allowing users to receive rewards or prizes relevant to and usable in other applications. The technology tracks a use of an application by a user and provides usage credits to the user based on the use. Credits can be provided based on time of use and/or application based incentives, such as achievements in a game. A limit may be placed on the amount of credits a user may have at any time, thereby encouraging the user to try to redeem the credits. Reward selection is provided in a set of rewards tailored to the user's level of achievement or use of a game or application. Users can redeem credits distributed in the form of tokens using an entertaining redemption system which rewards users with prizes based on a fixed or random generation of prize rewards under the guise of game play based on chance.
Multiple examples of the technology are provided. In one example, (
In some examples, the technology is implemented in a multi-user gaming or application environment. In a game context, during the course of the game, a user progresses towards completing usage or “play” based milestones. A single milestone could have any number of benchmarks. For example, using a time based milestone, a user may hit the first benchmark or (rank 2) at 10 minutes played. A user could hit Rank 3 at 20 minutes played, and the like. Once a benchmark is hit, a redemption token is provided. The redemption token can take the form of a spin in a game of chance. Users constantly have something to strive for and look forward to just for playing a reward-based game.
Example milestones can include, but not be limited to: time played, used, or actions accomplished in a game; time using a productivity application or emails sent using an email program; cards dealt to player in a card game such as poker or blackjack; each card removed or properly placed in a solitaire game; attempted answers and/or correct answers in a trivia game, or photos captured of a given location.
Redemption applications can include spin or chance based games such as slot machines, dice, scratch off tickets or roulette. The redemption application is used to allow a user to attempt to earn rewards or prizes in any of their games or products. Reward scenarios are used to allow a user to choose a set of rewards for which they wish to play. For example, a user can choose to play for solitaire based prizes, and a redemption application can be skinned or branded to game to reflect the solitaire brand during those spins.
Since a reward token can be earned from product “A” but used to earn an award in product “B”, the technology is flexible to consumer needs and wants. Developers of productivity applications such as email programs which may be difficult to provide rewards for may participate in the system of the present technology. This encourages a feeling in users of an identifiable feature or brand that exist across various reward games and products. Reward scope and complexity can vary greatly based on needs. Some rewards can merely be a number or value. Other rewards can be digital products or consumer loyalty items such as pins, collectable badges, medals and the like.
In other examples, the technology is implemented as a platform based use tracking environment. In this context, as a user makes use of an application, use of the application is tracked and a user progresses towards completing usage based milestones. Participation credit for the application can be rewarded using a time based milestone. Once the user receives sufficient credits, the user may redeem the credits using the aforementioned game based redemption system or other redemption systems. Credit based rewards sets from which a user may retrieve rewards are based not on the amount of credit provided, but on the users' progress in the application or game.
The technology may be used in any number of systems and operating environments. Various processing devices are illustrated in
As depicted in
Console 102 connects to a television or other display (such as monitor 150) via A/V interfacing cables 120. In one implementation, console 102 is equipped with a dedicated A/V port (not shown) configured for content-secured digital communication using A/V cables 120 (e.g., A/V cables suitable for coupling to a High Definition Multimedia Interface “HDMI” port on a high definition monitor 150 or other display device). A power cable 122 provides power to the game console. Console 102 may be further configured with broadband capabilities, as represented by a cable or modem connector 124 to facilitate access to a network, such as the Internet. The broadband capabilities can also be provided wirelessly, through a broadband network such as a wireless fidelity (Wi-Fi) network.
Each controller 104 is coupled to console 102 via a wired or wireless interface. In the illustrated implementation, the controllers 104 are USB-compatible and are coupled to console 102 via a wireless or USB port 110. Console 102 may be equipped with any of a wide variety of user interaction mechanisms. In an example illustrated in
In one implementation, a memory unit (MU) 140 may also be inserted into controller 104 to provide additional and portable storage. Portable MUs enable users to store game parameters for use when playing on other consoles. In this implementation, each controller is configured to accommodate two MUs 140, although more or less than two MUs may also be employed. In another embodiment, a Universal Serial Bus (USB) flash memory storage may also be inserted into controller 104 to provide additional and portable storage.
Gaming and media system 100 is generally configured for playing games stored on a memory medium, as well as for downloading and playing games, and reproducing pre-recorded music and videos, from both electronic and hard media sources. With the different storage offerings, titles can be played from the hard disk drive, from an optical disk media (e.g., 108), from an online source, or from MU 140.
During operation, console 102 is configured to receive input from controllers 104 and display information on display 150. For example, console 102 can display a user interface on display 150 to allow a user to perform the operations of the disclosed technology as discussed below.
CPU 200, memory controller 202, and various memory devices are interconnected via one or more buses (not shown). The details of the bus that is used in this implementation are not particularly relevant to understanding the subject matter of interest being discussed herein. However, it will be understood that such a bus might include one or more of serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus, using any of a variety of bus architectures. By way of example, such architectures can include an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnects (PCI) bus also known as a Mezzanine bus.
In one implementation, CPU 200, memory controller 202, ROM 204, and RAM 206 are integrated onto a common module 214. In this implementation, ROM 204 is configured as a flash ROM that is connected to memory controller 202 via a PCI bus and a ROM bus (neither of which are shown). RAM 206 is configured as multiple Double Data Rate Synchronous Dynamic RAM (DDR SDRAM) modules that are independently controlled by memory controller 202 via separate buses (not shown). Hard disk drive 208 and portable media drive 107 are shown connected to the memory controller 202 via the PCI bus and an AT Attachment (ATA) bus 216. However, in other implementations, dedicated data bus structures of different types can also be applied in the alternative.
A three-dimensional graphics processing unit 220 and a video encoder 222 form a video processing pipeline for high speed and high resolution (e.g., High Definition) graphics processing. Data are carried from graphics processing unit 220 to video encoder 222 via a digital video bus (not shown). An audio processing unit 224 and an audio codec (coder/decoder) 226 form a corresponding audio processing pipeline for multi-channel audio processing of various digital audio formats. Audio data are carried between audio processing unit 224 and audio codec 226 via a communication link (not shown). The video and audio processing pipelines output data to an A/V (audio/video) port 228 for transmission to a television or other display. In the illustrated implementation, video and audio processing components 220-228 are mounted on module 214.
In the implementation depicted in
MUs 241(1) and 241(2) are illustrated as being connectable to MU ports “A” 231(1) and “B” 231(2) respectively. Additional MUs (e.g., MUs 241(3)-241(6)) are illustrated as being connectable to controllers 205(1) and 205(3), i.e., two MUs for each controller. Controllers 205(2) and 205(4) can also be configured to receive MUs (not shown). Each MU 241 offers additional storage on which games, game parameters, and other data may be stored. Additional memory devices, such as portable USB devices, can be used in place of the MUs. In some implementations, the other data can include any of a digital game component, an executable gaming application, an instruction set for expanding a gaming application, and a media file. When inserted into console 203 or a controller, MU 241 can be accessed by memory controller 202. A system power supply module 250 provides power to the components of gaming system 201. A fan 252 cools the circuitry within console 203.
An application 260 comprising machine instructions is stored on hard disk drive 208. When console 203 is powered on, various portions of application 260 are loaded into RAM 206, and/or caches 210 and 212, for execution on CPU 200, wherein application 260 is one such example. Various applications can be stored on hard disk drive 208 for execution on CPU 200.
Gaming and media system 201 may be operated as a standalone system by simply connecting the system to monitor a television, a video projector, or other display device. In this standalone mode, gaming and media system 201 enables one or more players to play games, or enjoy digital media, e.g., by watching movies, or listening to music. However, with the integration of broadband connectivity made available through network interface 232, gaming and media system 201 may further be operated as a participant in a larger network gaming community, as discussed in connection with
Mobile device 300 may include, for example, processors 312, memory 310 including applications and non-volatile storage. The processor 312 can implement communications, as well any number of applications, including the interaction applications discussed herein. Memory 310 can be any variety of memory storage media types, including non-volatile and volatile memory. A device operating system handles the different operations of the mobile device 300 and may contain user interfaces for operations, such as placing and receiving phone calls, text messaging, checking voicemail, and the like. The applications 330 can be any assortment of programs, such as a camera application for photos and/or videos, an address book, a calendar application, a media player, an internet browser, games, an alarm application, other third party applications, the interaction application discussed herein, and the like. The non-volatile storage component 340 in memory 310 contains data such as web caches, music, photos, contact data, scheduling data, and other files.
The processor 312 also communicates with RF transmit/receive circuitry 306 which in turn is coupled to an antenna 302, with an infrared transmitted/receiver 308, and with a movement/orientation sensor 314 such as an accelerometer. Accelerometers have been incorporated into mobile devices to enable such applications as intelligent user interfaces that let users input commands through gestures, indoor GPS functionality which calculates the movement and direction of the device after contact is broken with a GPS satellite, and to detect the orientation of the device and automatically change the display from portrait to landscape when the phone is rotated. An accelerometer can be provided, e.g., by a micro-electromechanical system (MEMS) which is a tiny mechanical device (of micrometer dimensions) built onto a semiconductor chip. Acceleration direction, as well as orientation, vibration and shock can be sensed. The processor 312 further communicates with a ringer/vibrator 316, a user interface keypad/screen 318, a speaker 320, a microphone 322, a camera 324, a light sensor 326 and a temperature sensor 328.
The processor 312 controls transmission and reception of wireless signals. During a transmission mode, the processor 312 provides a voice signal from microphone 322, or other data signal, to the transmit/receive circuitry 306. The transmit/receive circuitry 306 transmits the signal to a remote station (e.g., a fixed station, operator, other cellular phones, etc.) for communication through the antenna 302. The ringer/vibrator 316 is used to signal an incoming call, text message, calendar reminder, alarm clock reminder, or other notification to the user. During a receiving mode, the transmit/receive circuitry 306 receives a voice or other data signal from a remote station through the antenna 302. A received voice signal is provided to the speaker 320 while other received data signals are also processed appropriately.
Additionally, a physical connector 388 can be used to connect the mobile device 100 to an external power source, such as an AC adapter or powered docking station. The physical connector 388 can also be used as a data connection to a computing device. The data connection allows for operations such as synchronizing mobile device data with the computing data on another device.
A global positioning service (GPS) receiver 365 utilizing satellite-based radio navigation to relay the position of the user applications enabled for such service.
Computer 410 typically includes a variety of computer readable media. Computer readable media can be any available media that can be accessed by computer 410 and includes both volatile and nonvolatile media, removable and non-removable media. By way of example, and not limitation, computer readable media may comprise computer storage media and communication media. Computer storage media includes both volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can accessed by computer 410. Communication media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. The term “modulated data signal” means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media. Combinations of the any of the above should also be included within the scope of computer readable media.
The system memory 430 includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 431 and random access memory (RAM) 432. A basic input/output system 433 (BIOS), containing the basic routines that help to transfer information between elements within computer 410, such as during start-up, is typically stored in ROM 431. RAM 432 typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 420. By way of example, and not limitation,
The computer 410 may also include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only,
The drives and their associated computer storage media discussed above and illustrated in
The computer 410 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 480. The remote computer 480 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 410, although only a memory storage device 481 has been illustrated in
When used in a LAN networking environment, the computer 410 is connected to the LAN 471 through a network interface or adapter 470. When used in a WAN networking environment, the computer 410 typically includes a modem 472 or other means for establishing communications over the WAN 473, such as the Internet. The modem 472, which may be internal or external, may be connected to the system bus 421 via the user input interface 460, or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer 410, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,
The technology is operational with numerous other general purpose or special purpose computing system environments or configurations. Examples of well known computing systems, environments, and/or configurations that may be suitable for use with the technology include, but are not limited to, personal computers, server computers, hand-held or laptop devices, multiprocessor systems, microprocessor-based systems, set top boxes, programmable consumer electronics, network PCs, minicomputers, mainframe computers, distributed computing environments that include any of the above systems or devices, and the like.
The technology may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data structures, etc. that perform particular tasks or implement particular abstract data types. The technology may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices.
Console 500X illustrates functional components of applications and events which may be occurring on any one or more of the devices 500A, 500B, 500N, 500X. For example, a console 500X may include a number of game applications 560A, 560B which are executed by the processing device of the console 500X. One or more game events 555 may be generated by each of the game applications and stored on the console 500X. Events may be returned to the gaming service or transmitted to other users utilizing other devices 500A, 5008, 500N by a connection service 518 in the multi-player gaming service 502. Each device 500X may include a content engine which executes one or more functions to enable game play and/or application usage on the processing device 500X. The content engine can include, for example, parental controls, reminders, status updates, an internal messaging system, and networking capabilities to enable the devices to couple to the internet or other network 50.
Multi-player gaming service 502 includes a set 520 of game applications including game application 1, 522, game application 2, 524, and game application 3, 526. Each game application can be played by a user on one of the associated processing devices 500A, 500B, 500N, 500X for participation credits in the form of redemption tokens which may be used in redemption applications 525 to attempt to obtain prizes in a redemption service 520. Various methods of token or participation credit redemption may be utilized with the present technology. Reward or prize distribution to token holders upon an attempt to redeem the token is controlled by the redemption service 530. The rewards need not be linked to any of the particular games 522, 524, 526 played by the user to acquire the token, but can be provided for other games not played, or non-game related items. In the embodiment shown in
Gaming service 502 may further include a user authentication service 508, wherein each user of one or more of the processing devices 500A, 5008, 500N, 500X has associated therewith a unique user identifier, such as a gamer tag, which is used to uniquely identify the user within the multi-player gaming service 502. When a user seeks to play one of the game applications 522, 524, 526, or play game applications 560A, 560B with other users of other processing devices, connection by and/or between the users is controlled by first requiring each of the users to authenticate themselves to the multi-player gaming service 502 user authentication service 508. The connection service 518 allows different users on different processing devices to play game applications resident on those devices with other users, and maintains connections between the users. An exemplary connection service is Microsoft's Xbox LIVE® service provided by Microsoft Corporation, Redmond, Wash.
A multi-player gaming service 502 may further include a redemption database 535, and user account records 540. The redemption database 535 contains records of prizes which may be available through one or more of the redemption applications 525. User account records 540 may include items such as a friend's list, individual game records 544, and a record of the user's reward tokens received. In the embodiment illustrated in
Once the user selects a reward game at 604, the user may play the game at 608 and be rewarded for playing the game with reward tokens. When a user selects a reward game at 604, the user may be prompted to download the game to the user's processing device, or may play the game via a code which is run within a virtual machine, such as a web browser. At 606 a user plays the selected game and accumulates tokens up to an optional limit. If a participation credit is used, the limit is a limit on the amount of tokens a user may posses at any given point in time. Once the user redeems tokens, he may acquire as many as he redeems, so long as the limit is not exceeded. The token limit is designed to encourage the user to return to a redemption application 525 in order to redeem the redemption tokens and participate in the redemption applications. In systems where no upper limit of redemption tokens are used, users may be unwilling to use the redemption tokens. The limit provided on the redemption tokens provides users with an incentive to use the redemption tokens in reward game applications. At 608 when the user is nearing a rewards limit, the user may be provided with a warning at 612 that the user is nearing a limit, as a further incentive to encourage the user to participate in a redemption application. It should be understood that steps 608 and 612 are optional if a limit is used and are not used if no limit is in use.
At 614, the user will select to participate in a redemption application. An exemplary redemption application utilizes random number generator in conjunction with a gaming motif to reward users with prizes for participating in the redemption application. One example of a redemption application is illustrated below in
At 616, a reward redemption prized may or may not be awarded to the user. In one embodiment, a random number generator is utilized to reward the user with a redemption prize based on a match between a value assigned to the user upon redemption of the redemption token and a value generated by the random number generation. If the user “wins,” a reward will be received at 620. The reward received at 620 will, in one embodiment, comprise digital content which is delivered to the user electronically via the network, or stored in association with the user's account record, for use in applications or games provided by the multiplayer gaming service 502. For example, the user may be rewarded for playing solitaire with one or more additional decks of cards, opportunities for larger prizes, opportunities to play with different game room environments, or other custom content provided by the multi-player gaming service. If the user does not win a prize at 616, the user may be prompted to play again at 618. Even if the user is awarded a prize at 616, the user may play as many times as the user has tokens to redeem.
The redemption service 530 may perform a method such as that illustrated in
Multiplayer service 802 includes a reward service 820 having a usage tracker 822 and a participation credit tracker 824. Multiplayer service 802 includes one or more redemption applications 825, a game registry 827, a game storage 830, a redemption database 835, and user account records 840. User account records 840 may include the user's friend list 842, individual game records and achievements 844, and a record of the user's participation credit received 846. Multiplayer service 802 also includes a third party application programming interface 850 which allows third party application developers 575 to provide their own game applications 862 in conjunction with the multiplayer service 802. In one embodiment, game applications are stored in game storage 830 and may be provided to the consoles 500A, 500B, 500N, 500X utilizing a download agent 512. This allows game applications to be stored and run on the individual processing devices, or game applications may be provided through a web server 832. Various components of the applications may be run on the multi-player gaming service and/or the consoles or processing devices. Game registry 827 allows third party gaming developers 575 having gaming applications 862 to register the applications with the multi-player gaming service 802. In alternative embodiments, multi-player games are administered and provided directly by third party developers 575, but utilize services of the multi-player gaming service 802, such as the download agent and connection service, to allow users having access to consoles to connect to each other. Third party developers 575 may provide one or more game applications 862 and game management services at 866. Game management services 866 can provide updates on user sessions, including where game play lobbies and rooms of users gather for multi-player game connections, various episodes, and games including episodic content, various gaming channels, (rooms for basic, intermediate, and advanced players, and the like.
In the embodiment shown in
At 916, the user will select one or more redemption scenarios. A redemption scenario includes a set of prizes and/or game redemption application artwork which will be provided to a redemption application. The redemption scenario allows the user to select reward sets of rewards which may be received on use or playing of a redemption application or when redeeming participation credits.
At 918, the user will select to redeem participation credit in for one or more prize sets in a redemption scenario. In one embodiment, the may include a user selecting a redemption scenario and exchanging credit for a prize at a fixed exchange rate or a tiered exchange rate. In a fixed or leveled system, one may choose from amongst rewards that match the user's experience or achievement level in the application. For example, if a user participates in the user of a photo editing application, the user may be presented with a reward such as a printing coupon for editing a certin number of pictures, and a discount coupon for a retail outlet (or software upgrade to a more advanced version of the software) when the user edits a higher of pictures. In this embodiment, steps 920 and 922 would not be performed, and the user would receive their prize at 924.
In an alternative embodiment, a user can redeem or “play” a redemption token via a redemption reward application. At 920, a redemption prize will be awarded or not rewarded based on a random number generation. When a user selects to redeem a redemption token, a random number may be assigned and when the user plays a redemption application, such as spinning a wheel in
At step 904 and 910 above, the user may select use of an application, which may comprise playing a game. One example of playing a game using the multiplayer service is Halo 3®. Halo 3® is a role playing game involving combat situations and challenges utilizing a variety of weapons. A user will receive redemption tokens for time spent in playing Halo and, optionally, awards achieved in playing the Halo game. When a user selects one or more redemption scenarios at 916, the user may select to play for rewards not based in the Halo game, but based in other reward or prize scenarios.
When a user selects to redeem a redemption token by, for example, a spin of the wheel for one of the rewards, rewards received at 924 will be those specific to those included in the reward set. The grant of a reward or prize is based on the random number generation overlaid by game play in spinning the wheel to seek mating of elements on the spin wheel to a selector 1560.
Returning to
Step 1020 is useful where different games provide different levels of achievement within the game. For example, a user playing the game Fable may seek a Fable reward set. A useful Fable reward set for a user at level one in Fable would contain different elements than a user at higher levels. Awarding a set of rewards for users at a higher level would unfavorably benefit the lower level user. As such, at step 1020, the redemption service calculates the relative value of prizes in the redemption scenario to the user based on the user's level and the selection of the redemption scenario. The process can be applied to user of applications such as productivity and multimedia application base on use or expertise in the application as well. This process is illustrated with respect to a game below with respect to
Optionally, at 1260, the reward may be set as nontransferable. In certain cases, it may be desirable to allow a user to transfer rewards to other users. For example, a reward game application may, for example, comprise the game solitaire. Some users may only wish to play solitaire and my not wish to play other games, but may achieve rewards based on the play of solitaire within the multi-player service. Another user having a relationship with the first user may play a number of different games. In this scenario, the first user playing solitaire may choose to spend their reward tokens on redemption sets which would provide prizes for the second user's multiplicity of games. In this case, once the solitaire playing user receives a reward, he may decide to transfer the reward to other users. Certain cases exist wherein the user should not be allowed to transfer rewards generated in this matter. This includes scenarios where a first user is a high level player in a particular game such as Fable, while the user to which the item might be transferred as a low level user. This would allow high-level users to provide disproportionate advantages to lower level users within the same game. Hence, items provided based on user level may be marked as nontransferable in this scenario.
Use of the random number generator allows the system administrator to limit the amount of prizes which may be available to be rewarded through the system. In addition, the random number generator provides an element of chance in a separate redemption activity to users which is limited in time. The redemption application can be utilized in scenarios where the user does not have time to play a complete game, but has time to participate in the limited games of chance which can be implemented using the random number generator.
A multiuser service 1802 includes a number of elements such as those illustrated in
At 2024, a redemption credit request will be received by a redemption application. If the application is a direct redemption application, the reward is provided at 1032. Where a chance based motif is used, at 2026, a random number generator is run. This can be performed in conjunction with displaying a game motif, such as a spin game. If the random number generation at 2026 matches a number assigned to a user at 2028, a prize is rewarded at 2032. If not, the user may be prompted to spin again at 2030. Steps 2026, 2028 and 2030 need not be performed where a direct redemption application is used.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.