SYSTEM AND METHOD FOR DIRECTED ADVERTISING IN AN ELECTRONIC DEVICE OPERATING SPONSOR-CONFIGURED GAME TEMPLATE

A method of delivering sponsor advertising content via sponsor-configured cube-centric games includes configuring a game template with sponsor advertising content to create a sponsor-specific cube-centric interactive game application, making at least one sponsor-specific cube-centric interactive game application available for download to user electronic devices and operating the at least one sponsor-specific cube-centric interactive game application in a electronic device during which users interact with a cube-centric graphical user interface (GUI) to play the game while the sponsor specific advertising content is delivered.

DETAILED DESCRIPTION OF THE INVENTION

As described above, the invention is directed to an application for geometric-shape centric game, configured by a sponsor using a game template by which their content is entwined with shape-based game features, which content is thereafter delivered to a game player as he/she manipulates the virtual shape during gameplay.

In a preferred embodiment, the invention comprises a cube-centric game. The sponsor interacts with an operating system or platform that is operational in a server to configure a cube-centric game. After being configured and tested, the games are downloaded to electronic devices with internet capability (e.g., mobile phone, Smartphone, tablet, PDA, laptop computer, desktop computer, game console, portable game console, portable TV, etc., without limitation), and operate them by some type of input device that cooperates with the interactive graphical user interface (GUI). Use of the term downloading herein should be understood to also mean operating the game programs directly at the server instead of within the electronic device. Game icons may be used as part of the games, or as links to further sponsor content delivery features or communication links, limited only by the templates.

The sponsor, by completing the template, will assign various branded content to the sides of the geometric shape. This may be as a logo or other graphic, a products or plurality of products, as a video featuring the sponsored product, as a link to purchase sponsored products, etc. Once the game has been downloaded to their device, the users open the game and are presented with one face of the geometric shape. They then engage in the gameplay experience, and are required to rotate the shape to view the other sides/faces.

Each side/face corresponds to a different element of the game, and may present a different form of advertised content to the user (e.g. a full page ad, a branded image with sponsor's logo, a sponsored product, etc.). This rotation of the geometric shape may be accomplished by touching a touchscreen, by moving the device (which engages an internal component, such as an accelerometer), or through some other input device, such as a keyboard, mouse or remote control.

When games are used in an electronic device comprising a touch-screen display, both cube movement and icon link/app activation are touch implemented. The graphical user interface (GUI) provided to enable gameplay, however, may be controlled by trackball, keypad, mouse, keyboard, remote control, or any other type of input device, without limitation. In an embodiment, user interaction further relies on the movement (i.e. directional motion and force) of the device, via an internal component of the device, e.g. an accelerometer.

FIG. 1Aherein highlights the six faces of a cube10, which is utilized to define the theme of the cube-centric game, the preferred embodiment of the invention. The cube10comprises five faces 1, 2, 3, 4 and 5 dedicated for gameplay (and configured by a sponsor with advertising content to define a game), where a single face 6 is used only for advertising. In accordance with one embodiment of a template, one face 1 may embody a home screen, one face 2 may embody a product display screen, one face 3 may embody a product selection screen, one face 4 may embody a map and one face 5 may embody a video display screen.

FIG. 1Bdepicts the cube in a sequence of positions as it is spun by the user using an input device such as a joystick or accelerometer. The first cube position (moving left to right inFIG. 1B) in the sequence shows face 1, which is a game component. The user then spins the cube towards a face (undefined as of yet), indicated by the transition or second sequence position. Therein, part of both face 1 and the advertising interspace6′ are shown. The third sequence position depicts the advertising interspace6′ alone, i., the dedicated advertising. The fourth sequence position shows the cube after being spun down from the advertising interspace6′ towards face 2. Therein, part of both advertising interspace6′ and face 2 (a game component) are shown. The last sequence position shows face 2, the end position of the two spins.

FIG. 1Cdepicts a geometric shape that is a pyramid20. The pyramid shape is used to define the theme of a pyramid-centric game. The pyramid20comprises three faces21,22and23, dedicated for gameplay (and configured by a sponsor with advertising content to define a game), where a single face24is used only for advertising.FIG. 1Ddepicts the pyramid in a sequence of positions as it is spun by the user using an input device such as a joystick or accelerometer. The first pyramid position (moving left to right inFIG. 1D) in the sequence shows face21, which is a game component. The user then spins the pyramid back towards the sole dedicated advertising face24, indicated by the transition or second sequence position. Therein, part of both face 1 and the advertising face24are shown. The third sequence position depicts the advertising face24alone.

Another embodiment of the invention, shown inFIG. 2, utilizes all 6 sides of the cube30for gameplay, whereby the advertising is displayed in between each face (31-66) during the rotation of the cube (“multi-faceted cube”). That is, as each face (31-35) of the cube is manipulated to cause it to rotate, and a new face appears. The advertising content is presented after the first screen disappears but before the next screen appears. It may be said to be in the interspaces between each game component face. The advertising interspaces are indicated as element31′,32′,33′,34′,35′ and36′. The advertising content, therefore, may be said to be virtually “living” in the seams between the sides.

The game and advertising delivery processes are intertwined. Put another way, the gaming process is the advertising delivery process. Advertising could depend on a variety of factors, such as user's personal preferences, age, gender, location (proximity advertising), etc., fed back to the advertiser during online play in a “live” play configuration. Alternatively, the advertising content may be decided based upon a specific advertiser sponsoring the cube (dedicated during configuration, which does not change during intended off-line play therewith). The advertising may be related to the content of the game, or may be unrelated. The invention enables multiple game genres (action games, adventure games, action-adventure games, role-playing games, life simulation games, vehicle simulation games, strategy games, music games, party games, board games, puzzle games, trivia games, and sports games).

In the online embodiment, the state of interactive gaming is constantly evolving. Please note that the examples depicted herein are for exemplary purposes only and are not meant to be limiting in any way. Other genres might exist presently or in the future which might be utilized in accordance with the invention.

A sponsor may insert icons into any game component face, or any dedicated advertising face that immediately link the user to a sponsor website. Icons may be hyperlinks, or keys to advancing in the game or receiving additional content for the user, which may be in the form of rewards for continued game play. For example, in a puzzle game, specifically a casino type game with a slot machine type interface, a user operates through the GUI to spin the geometric shape to align various icons. The alignment of these icons will then yield to the user advertisement from the sponsors.

In one embodiment of a cube-centric game, the faces of said cube each contain a plurality of icons which may represent sponsored products, numerical values, or some other image. When the cube is spun, either by moving the electronic device in a certain motion, by touching the screen, or some other manner, the icons would individually rotate as they as if they were the individualized cubes that make up the total of a Rubik's Cube™. Once the icons have ceased rotating and come to rest, the displayed image (i.e. certain sequence or order of icons) would yield to the user a certain incentive. For example, if the sponsor is an athletic apparel marketer, and the icons represent a plurality of sneakers, the user would rotate the cube via the certain gesture and once the icons came to rest and displayed, for example, two pairs of one style of sneaker and one pair of another style, the user may be entitled to 10% of the sneaker show in the two pairs, but if they displayed three pairs of one sneaker style, they might receive 20% off that style. These and like functions are all defined by the sponsor during the template configuration process.

In an embodiment, the geometric shape may feature the advertising internally, within the cube, only visible while the cube is being rotated (i.e. the faces become transparent, revealing the advertising element within). The internal advertising information will be provided for by the sponsor in the creation of their game, via their implementation of the game template. They may elect not to include internal advertising elements, instead opting to just limit the advertising to the exterior of the geometric shape, but this decision will be made during the game creation process.

In another embodiment, the interior of the geometric shape features a visible representation of the personal information as provided by the user. This information is stored in the user device memory and then uplinked to either the server or directly to the sponsor. In more detail, the user enters this information in a user profile menu (e.g. age, gender, geographic location, interests, hobbies, favorite items, etc.), which is displayed visually to the user within the shape via the GUI function. The sponsor processes the received user information and determines what content to lace on the exterior of the shape thereby. This user-specific sponsor defined content is then downloaded to the virtual shape for display during the online gameplay.

As the user engages with the game application, the advertisers/sponsors can track a variety of useful information based upon the user's interaction with their app, e.g., how long do the users play the game? which products is a user choosing to view during game interaction? which products is a user selecting for purchase? how much time is a user spending viewing a particular product? how much product information is a user retaining? which demographics are utilizing a specific game application more? These and like functions are all defined by the sponsor during the template configuration process.

A component of the software utilized to run the game on the user's device tracks all the aforementioned information and then stores it, along with the user's personal information, in the device's memory. At set intervals, this information is then relayed back to the server, or directly to the sponsor. The sponsor can then utilize this aggregate of information to better distribute its advertising content to users. The user may configure their profile prior to the download of their first sponsor specific game, in order that the server's profiled recommendation service can suggest suitable games to the user without the need to actively engage in a game.

FIG. 3defines a system (100) for delivering advertising content via sponsor-configured cube-centric games. The system includes a processor/server (110) is programmed to enable sponsors to interface with and configure a game template to create a cube-centric interactive game application embedded with specific sponsor advertising content. The processor/server includes a memory (not shown inFIG. 3) for storing the program instructions comprising the system platform. The processor/server is shown connected to a database (112), a direct access storage device (114) a magnetic disk storage device (116), and to the Internet (130). While these connects are indicated in the figure to comprise hardwire, they also may be wirelessly connected. For that matter, while shown as a standalone device, processor/server (110) may be part of a network connected to the Internet via some sort of network gateway device.

The processor/server may be accessed via sponsor devices (120) through the Internet (130). The processor/server includes a communication function and a graphical user interface function to allow the sponsors to access the server, and server-stored game templates to configure same to realize respective sponsor-specific games. Once the games are configured, they are stored and made available to the electronic devices of users, i.e., desktop computer (140), laptop computer (142), PDA (144), Hand-held electronic device (146), Smartphone (148), without limitation, via the Internet. The games are downloaded enabling interactive gameplay via a graphical user interface (GUI) operational in the user device during gameplay while receiving the advertising content.

FIG. 4Ais depicts one form of a hand-held electronic device (146).

FIG. 4Bis a system block diagram of the hand-held electronic device (146) within which the sponsor-configured games are operational, in accordance with the invention.

The electronic device (146) includes a bus (164) or other communication mechanism for communicating information. The electronic device (146) includes a processor (160) coupled with the bus (164). The processor (160) can include an integrated electronic circuit for processing and controlling functionalities of the electronic device (146). The electronic device (146) also includes a memory (166), such as a random access memory (RAM) or other dynamic storage device, coupled to the bus (164) for storing information which can be used by the processor (160). The memory (166) can be used for storing any temporary information required. The electronic device (146) further includes a read only memory (ROM;168) or other static storage device coupled to the bus (164) for storing static information for the processor (160). A storage unit (172), such as a magnetic disk or optical disk, is provided and coupled to the bus (164) for storing information.

The electronic device (146) can be coupled via the bus (164) to a display (162), such as a cathode ray tube (CRT), a liquid crystal display (LCD), a light emitting diode (LED) display, or an interactive touchscreen display, for displaying information and receiving user touch inputs, or coupled directly. Alternatively, or in addition, an input device (176), including alphanumeric and other keys, is coupled to the bus (164) for communicating a user input to the processor (160). The input device (or touchscreen) can be included in the electronic device (146). Another type of user input device is a cursor control (178), such as a mouse, a trackball, or cursor direction keys for communicating the input to the processor (160) and for controlling cursor movement on the display (162). Another type of input device is an accelerometer or other motion detection device (170). The input devices (176) and motion detecting device (170) can also be included in the display (162), for example, comprising the touch screen mentioned above.

Various embodiments are related to the use of the electronic device (146) for implementing the techniques described herein. In one embodiment, the techniques are performed by the processor (160) using information included in the memory (166). The information can be read into the memory (166) from another machine-readable medium, such as the storage unit (172).

The term “machine-readable medium” as used herein refers to any medium that participates in providing data that causes a machine to operate in a specific fashion. In an embodiment implemented using the electronic device (146), various machine-readable medium are involved, for example, in providing information to the processor (160). The machine-readable medium can be a storage media. Storage media includes both non-volatile media and volatile media. Non-volatile media includes, for example, optical or magnetic disks, such as the storage unit (172). Volatile media includes dynamic memory, such as the memory (166). All such media must be tangible to enable the information carried by the media to be detected by a physical mechanism that reads the information into a machine.

Common forms of machine-readable medium include, for example, a floppy disk, a flexible disk, hard disk, magnetic tape, or any other magnetic medium, a CD-ROM, any other optical medium, punchcards, papertape, any other physical medium with patterns of holes, a RAM, a PROM, and EPROM, a FLASH-EPROM, any other memory chip or cartridge.

In another embodiment, the machine-readable medium can be a transmission media including coaxial cables, copper wire and fiber optics, including the wires that include the bus (164). Transmission media can also take the form of acoustic or light waves, such as those generated during radio-wave and infra-red data communications. The electronic device (146) also includes a communication interface (174) coupled to the bus (164). The communication interface (174) provides a two-way data communication coupling to the Internet (130). The Internet (130) may be connect via and intervening Bluetooth Pico-net network structure.

In some embodiments, the electronic device (146) can be connected to the storage device (142) for storing or fetching information. Examples of the storage device (142) include, but are not limited to, a flash drive, a pen drive, a hard disk or any other storage media.FIG. 5depicts the functional blocks comprising the processor/server as seen inFIG. 3. Shown therein is an interactive GUI function (180), a communication function (182), a memory (182), a display function (186), a security function (188), a configuration function (190) and a game template storage device (192). The game template storage device is shown directly connected to the database (112), the magnetic disk (166) and the direct access storage device (114).

The configuration function (190) controls the overall process of sponsor interaction to configure a game template. The game template storage function is responsible for storing and retrieving game templates, buy sponsor, in any one of database112, magnetic disc116or direct access storage114. In addition, these storage devices store the rules, and any other data necessary to present to the sponsor to configure a game template.

The GUI function (180) operates to provide interactive display images to the communication function (182), which then transmits the display images to the sponsor device. The GUI receives sponsor input (via the communication function (182)). The sponsor data is stored in a memory (184), for further operation. The display function (186) is responsible for implementing all of the signal processing to enable the virtual shapes to operate in the game applications, once fully configured and downloaded. The security function (180) operates to safeguard sponsor data by implementing role-based access. The security function may be implemented using conventional security means, for example, RSA.

The GPS function194operates to identify a location of an electronic device, most likely a handheld electronic device. Location data is sent from the electronic device to the server or the sponsor server using the communication function182.

The viral marketing function196operates to enable players to share various game components and incentives by virtue of creating a linked group of participating users.

In one embodiment, there may be a game in which the user is required to research a collection of sponsored products and select which product might be best suited given a set list of criteria (e.g. location, terrain, climate, time of day, time limit, budget, etc.).

FIG. 6Adescribes one embodiment of a six face cube template60. In this embodiment, the faces of the geometric shape will feature sponsor content, which may be implemented as follows. This may be used as a model for the interspace data, described above.

A first face is dedicated as a home screen61, whereby the user sees the title of the game. This title might include the brand's logo. Also potentially displayed to the user on this screen: menu options (including directions, scores, etc.), profile/account access, etc.

A second face is dedicated as the products screen62, wherein the user would see a variety of products that the sponsor wishes to advertise to the user (this may be one line of products, a variety of product lines, etc.).

A third face is dedicated as the selection screen63, wherein the user chooses which of the sponsored products they feel are best suited for a specific given criteria. For example, they can choose (depending on sponsor content defining the game at hand) which tires work best on a certain terrain, which jacket best protects from certain weather conditions, which shampoo best treats a certain type of hair, etc.

A fourth face is dedicated as a map, wherein the user may is either required to decide which product to select based upon where they are virtually within the scope of the game or where they are physically in “real life” (e.g. via a service such as Google Maps).

On a fifth face dedicated as a video display screen65, the user is presented the sponsor's products in action, either in a computer rendered animation or a real life video clip. Please note that this video may be related to the game, or just as a promotional tool for the sponsor's product).

A sixth face is dedicated as a shop or commerce screen66, wherein the user is provided with some incentive to purchase products. Such incentives might be, for example, a link to an eCommerce website, a coupon with promotional code to redeem a discount to purchase sponsored products, or the address of a physical retail location. This last option is determined by the user's proximity to an associated retail location that sells the sponsor's products, of course during online play where the user's devices includes GPS operation).

In the above-described embodiment, the gameplay may proceed as follows. The user opens the respective application store or marketplace as dictated by their device and downloads the desired game application. Alternatively, the user is sent an invitation by the server to accept a new game based upon their personal user profile, once the user has completed their profile and the same is received by the sponsor or server.

The user then either decides to play the game or not. If they chose to not play the game, they may be asked to “pass” the game along to another individual who may be more inclined to play said game. If the individual to whom the initial user passes the game does elect to play the game, the initial user may be entitled to receive a lesser form of incentive than had they engaged in the game themselves. This may be accomplished by the user's device first tracking any game inventions sent to a user by the server, either directly by the server or from another user, and then tracking the response to that game invitation (i.e. play or not play) by the device's memory. The user's device will also then track whether or not the user sends the game on to another user in the form of a game invention. This data (i.e. the user's response to the initial game invention and whether or not the user sent the game on to others) will then be sent to the server, or directly to the sponsor. Once the subsequent users respond to the initial user's game invitation, that response is then sent to the server, or directly to the sponsor. Once this has happened, the server will then send an incentive to the initial user for any other user who opts to engage in the game, regardless of whether or not the initial user themselves engaged in that game.

If the initial user elects to engage in the game themselves, they would open the app and be presented with the home screen. Following this, they would see a menu which might provide a variety of options, to include but not limited to game directions, sponsor information, high scores, etc., as depicted inFIG. 6B.

Once the user has reviewed the rules and directions, they begin the game play. In one example, the user is playing a cube-based game with 6 faces which contain the sponsor-specific content.

In this example, the user is presented with a scenario in which they need to select the best sneaker to wear when playing basketball on a court in New York City from a plurality of sneakers.

The user then rotates the cube to a second face, as depicted inFIG. 6C, which displays the plurality of sneakers from which they select the best suited sneakers. The information made available to the user regarding the plurality of sneakers may include any relevant information they require to make an educated decision (e.g. sole, tread, material, etc.). As the user reviews the various products, they are required to learn about the sneakers and remember what they have learned. Once they have reviewed all the presented sneakers, the user then rotates the cube to a third face, as depicted inFIG. 6D, on which they can drag-and-drop the preferred pair of sneakers onto a facsimile of the user (or via some other selection process, such as entering the brand name of the sneakers into a text field, simply clicking on the sneaker, etc.).

If the user has selected an incorrect pair, they will receive a notification to continue playing. Once the user has selected the correct pair, they will receive a notification that they are correct. This will prompt them to rotate the cube to a fourth face with a video display screen, as depicted inFIG. 6E, where they can view the sneaker in action (either real life footage or computer rendered animation). This video display screen may also be utilized during the product review process in order to properly select the correct pair.

The user may also be required to utilize a map on a fifth face, as depicted inFIG. 6F, to determine where they are in the scope of the game, which criteria is to be used in determining the proper sneaker as per the topography of the geographic location.

The sixth face will feature a component which enables the user to purchase sponsored products, as depicted inFIG. 6G. This may be a link to an eCommerce store, a link to the sponsor's website, or information about the nearest physical retailer that sells the sponsor's products (e.g. an athletic chain retailer, shoe store, sponsor's own store, etc.). The physical retail location may be determined using the GPS or other geo-positioning component of the user's device.

As the user engages in the game and earns incentives (e.g. credits, discount percentages, cash prizes, etc.), they may redeem these incentives via this sixth face, either through eCommerce or via a physical retail location.

The above-described embodiment may be implemented by use of an internal mechanism within the device that identifies and reacts to the orientation of the device (e.g. an accelerometer), such that as the user rotates or otherwise moves the device, the geometric shape rotates on the display of the device.

The above-described embodiment may also be implemented by use of an interface that identifies and reacts to the user touching the display of the device (e.g. a touchscreen), such that as the user touches the display of the device, the geometric shape rotates on the display of the device. There may be other mechanisms for rotating the geometric shape of the game.

Once a game is complete, another new game may begin immediately at the prior game's conclusion, thus opening a new geometric shape.

In a method embodiment, a first step or function required to configure a geometric shape-centric game may be referred to as strategic planning. Strategic planning requires either the server to present the game template, or a live account manager to meet with a sponsor to support development of a content-delivery strategy in cooperation with the game template. In either case, based upon that sponsor's requirements (i.e. what brand to they wish to promote, who is their target audience, what type of game do they wish to make available, etc.), this first step is carried out.

For example, the sponsor first compares their ad content to that of competitive products, as well as a comparison to lesser means (i.e. “life without the advertised product”), indicated by block71inFIG. 7. The next step entails researching what is currently available from similar sponsors, for example, what products they are advertising, how they are advertising said products, etc., as indicated by block72. The researching step can further include efforts to determine how the product the sponsor seeks to promote improves the life of the user, as indicated by block73. This might include analysis of assets, new assets and collaterals. The next step, GAME IMPLEMENTATION, indicated by block74, entails the finalization and creation of the sponsor's fully realized interactive geometric shape-based game based upon the selected template. Once that is complete, the next step, GAME TESTS & APPROVALS, is indicated in block75, which includes an initial test might for client through the presentation of a facsimile of the game for the sponsor's review and approval. Another part would be a beta test or a series of beta tests, implemented in order to review and revise as market conditions dictate. The last step, GAME LAUNCH, is indicated by block76, whereby the game is uploaded to the server for distribution to the users' electronic devices. This entire process is conducted only after the sponsor has registered on the server and paid the fee required to utilize the herein defined platform. All materials on the server are maintained by the webmaster or other such individual or group of individuals assigned with managing the server's operation, in accordance with the security function.

In one embodiment, the participating consumers are enabled to receive good deals, discounts, and information from advertisers for no charge. The likelihood of users opting in to participate and receive the advertised content is higher if they do not have to pay for it. No cost to consumer means more users and greater number of eyeballs. In this embodiment, the high number of free users means the advertisers pay to play.

In another embodiment, the participating consumers pay a fee for the opportunity to receive exclusive deals, higher discount rates, and the ability to win prizes (products, vacations, cash, etc.). This may be accomplished via a nominal download fee (e.g. $2.99), through ongoing subscription fees (e.g. $2.99 per month for continued gameplay), or some combination of an initial download fee, followed by ongoing micro-transaction fees throughout the gameplay (e.g. $2.99 to download, then $0.99 to purchase elements during the gameplay, e.g. virtual equipment within the game, a clue for use in gameplay, etc.). These and like functions are all defined by the sponsor during the template configuration process.

As an incentive for purchasing and then engaging with the game, each participating consumer may receive a “minimum guarantee”—e.g. a minimum of $5 off on every purchase of a sponsored product. In this model, the ability to receive better deals and free products means the participating consumers pay to play (and subsidize the discounts provided by the marketer). Since the consumers are paying to interact with the sponsored game, they fees they pay to do so would offset the costs of the sponsor when offering reduced prices on their products.

Benefits of the invention include enabling participants, through use of the proprietary platform, multiple options to geometric shape-based games. They then enable or configure the chosen game templates with content about a combination of products the wish to merchandise. There choices should ensuring on-going player interest and participation in the games so configured. Predictably, the sponsor-configured games provide a more immersive branded entertainment experience for the participating consumer. It follows that a choice of a number of such games empowering participating consumers to make their own product decisions by selecting which sponsors' games they receive and chose to interact with. These decisions will typically be based on the sponsor's products/services, discounts, and/or cash prizes available in a game.

FIGS. 8A,8B,8C,8D present various display screens presented to sponsors to enable the sponsor to choose a game genre, template, define game materials and perform a template review;

InFIG. 8A, the sponsor will be asked to select which genre of game they wish to utilize, including but not limited to action games, adventure games, action-adventure games, role-playing games, life simulation games, vehicle simulation games, strategy games, music games, party games, board games, puzzle games, trivia games, and sports games.

InFIG. 8B, the sponsor is then presented with a series of templates from which they can render their specific game. This may include selecting which geometric shape to utilize and how many sides will be dedicated to advertising and how many will feature the game play components. InFIG. 8C, the sponsor will be asked a plurality of questions, to include how many products they wish to promote (i.e. a single product, a line of products, or a plurality of product lines). Once the sponsor has decided which product(s) to promote, they then upload their materials (e.g. images, audio, video, etc.) to the server for application to the game template. They will also be asked to determine how many players may play the game at one time (i.e. single player, multi-player, team, etc.). A series of other questions/options will follow to help the sponsor render their game, including but not limited to: will there be a fee to download the game, will there be a fee to continue playing the game (i.e. a subscription), will there be a fee to purchase content or elements during the gameplay (i.e. micro-transactions), etc.

Once they have done this, they will be presented with a virtual facsimile of their game template, as inFIG. 8D, so they can then drag-and-drop the unique components to each face of their game template. This will be determined by what genre and type of game they selected during the initial steps. The user may upload to the server all required media and materials for applying to the template, and then select which elements to apply to which face, in accordance with the selected game template.

FIG. 9depicts process flow that enables a viral marketing effect to arise from multiple player use;

In a first step, as shown inFIG. 9, a player, an other player, the computer server that manages the platform or a sponsor computer each may communicate through their respective GUIs to direct an invite “to play” or “to participate” to any number of players registered to play a particular sponsor-configured game. The first step is indicated by block210. Upon receipt of an invite at a player's electronic device, the user responds either by joining the game or not joining the game, as indicated by decision diamond220. If the user joins opts not to join the game, the player may them manipulate the game GUI to either pass the invite on to others, or not, as indicated by decision diamond225. If the player opts not to pass on the invite to others, they process flow takes them out of the active gameplay, as indicated by block230.

If the player opts to pass on the invite to another, they do by communicating the invite (passing it on) using a communication function provided for in the player GUI, as indicated by block235. Where a player opted to join the game in response to an invite (220), the player may play the game and then pass on the invite to others, or just play the game, as indicated by decision diamond240. If the player plays the game and then passes on the invite to others, process flow advances to block235. The case where the player just plays without passing on the invite is indicated by block245. Program flow passes from blocks235and245out of the active gameplay, as indicated by block230.

The invention includes a GPS-tracking function, which relies on GPS tracking hardware in an electronic device. The sever would utilize the GPS within the device to locate specifically where the user is and deliver sponsor-specific geometric shape-based games to them based upon that location. For example, if they were near a certain restaurant, the server might send to the user's device content in the form of a geometric shape-based game based on the restaurant or traditional advertising related to that restaurant e.g. daily specials. If the user is not interacting with the server on a device with GPS enabled, they can manually enter their location via their personal profile menu.

Via the internal GPS-tracking function within the user's device, the user's location will be known at all times. Where the game is operating online, this tracking information may be uploaded to the sponsor whereby the sponsor can process same and respond by sending geographic-specific content to the user based on their location. The user will have the option to opt out of said feature, as depicted inFIG. 10.

In the event the user has turned off their GPS location, the sponsors will still be able to track users by geographic location due to a unique code on each and every coupon the users receive for interaction with or completion of the game, as depicted inFIG. 11. Said codes will be unique to each and every user upon each and every experience, making each and every game interaction trackable upon redemption of the associated promotional codes.

These unique codes will be scanned or otherwise processed at the point of purchase and will enable the sponsor to identify where said code was redeemed. Via utilization of these unique coupon-based incentives, the sponsors can track at what kind of retail outlet the users are redeeming their codes (whether redemption would take place via a web-based store or a physical retail location).

Once a user has received a promotional code and is notified of the nearest retail location via their GPS or other such service, they may go to said retail location to redeem the promotional code.

Once inside a retail location, if the specific retailer includes local signal-enabled transceiver (e.g. Bluetooth), said retailer may then send to the user's handheld electronic device their own promotional material and advertising, which handheld electronic device first provides the players personal data found in the configured shell. A server unique to the retailer may download advertising content to the user's device directly, pursuant to the local signal communication.

In the foregoing description, certain terms and visual depictions are used to illustrate the preferred embodiment. However, no unnecessary limitations are to be construed by the terms used or illustrations depicted, beyond what is shown in the prior art, since the terms and illustrations are exemplary only, and are not meant to limit the scope of the present invention.

It is further known that other modifications may be made to the present invention, without departing the scope of the invention, as noted in the appended claims.