Abstract:
A system and method for promotion and sale of products within computer games or simulations wherein at least one promoted product is brought to the attention of a player. Upon performing at least one action, the player may select a promoted product, receive information about the promoted product, achieve enhanced performance during game play, and/or purchase the promoted product. The various embodiments illustrate the promoted product may be anything from goods and services to contracts to interests in real property.

Description:
CROSS-REFERENCE TO RELATED APPLICATION(S) 
       [0001]    This application is a continuation-in-part of U.S. patent application Ser. No. 10/733,551, “Product promotion and sales in computer games, simulations, and the like,” filed Dec. 10, 2003; which claims priority under 35 U.S.C. sctn. 119(e) to U.S. Provisional Patent Application Ser. No. 60/433,255, “Product Promotion and Sales in Computer Games, Simulations, and the like,” filed Dec. 13, 2002. 
         [0002]    This application is a continuation-in-part of U.S. patent application Ser. No. 11/738,478, “Distribution of Targeted Messages and the Serving, Collecting, Managing, and Analyzing and Reporting of Information relating to Mobile and other Electronic Devices” filed Apr. 21, 2007; which claims priority under 35 U.S.C. sctn. 119(e) to U.S. Provisional Patent Application Ser. No. 60/745,413, “Distribution of Targeted Messages and the Serving, Collecting, Managing, and Analyzing and Reporting of Information relating to Mobile and other Electronic Devices” filed Apr. 23, 2006. 
         [0003]    This application is a continuation-in-part of U.S. patent application Ser. No. 12/106,265, “Methods and Systems of Creating and Managing Addresses Corresponding to Disparate Communication Channels and Sending Messages to and Receiving Replies from Such Addresses”, filed Apr. 18, 2008; which claims priority under 35 U.S.C. sctn. 119(e) to U.S. Provisional Patent Application Ser. No. 60/913,228, “Methods and Systems of Creating and Managing Addresses Corresponding to Disparate Communication Channels and Sending Messages to and Receiving Replies from Such Addresses”, filed Apr. 20, 2007. 
         [0004]    This application is a continuation-in-part of U.S. patent application Ser. No. 12/167,229, “Method and System of Creating Media Playlists, Slideshows, and Videos and Playing Media and Advertising on Mobile Devices”, filed Jul. 2, 2008; which claims priority under 35 U.S.C. sctn. 119(e) to U.S. Provisional Patent Application Ser. No. 60/947,680, “Method and System of Creating Media Playlists, Slideshows, and Videos and Playing Media and Advertising on Mobile Devices”, filed Jul. 3, 2007. 
         [0005]    This application is a continuation-in-part of U.S. patent application Ser. No. 12/207,632, “Methods and Systems of Content Mobilization, Mobile Search, and Video Editing through a Web Interface”, filed Sep. 10, 2008; which claims priority under 35 U.S.C. sctn. 119(e) to U.S. Provisional Patent Application Ser. No This application is a continuation-in-part of U.S. patent application Ser. No. 60/970,995, “Methods and Systems of Content Mobilization, Mobile Search, and Video Editing through a Web Interface”, filed Sep. 10, 2007. 
         [0006]    The subject matter of all of the foregoing is incorporated herein by reference in their entirety. 
     
    
     FIELD OF THE INVENTION 
       [0007]    This invention relates to computer-implemented systems and methods for promotion including advertising, marketing, sales and so on, and in particular, to methods and systems for mobile messaging and mobile marketing both within and as a complement to computer games, simulations, demonstrations and the like. 
       COPYRIGHT RIGHTS 
       [0008]    A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or of the patent disclosure as it appears in the U.S. Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever. 
       BACKGROUND OF THE INVENTION 
       [0009]    One of the first computer games was developed in the 1950&#39;s emulated a tennis or racket type game in a virtual environment. This early computer game was known as “pong”. Development of other computer games followed this first computer game and included other action-oriented computer games as well as strategy-oriented computer games. Although development of computer games continues, the purposes of computer games have remained relatively unchanged since their inception. 
         [0010]    Computer games have heretofore been designed and used for purposes of entertainment, instruction, and/or simulation. Many computer games are undoubtedly designed to be used for entertainment purposes. Other computer games are designed to be used for instructional purposes such as teaching or practicing skills. Still other computer games are designed to be used for simulation purposes such as planning strategy or assessing performance. Yet, still other computer games are designed to be used by a player for combined purposes. Examples of combined purposes are dual purpose games such as those which provide entertainment and instruction, or simulation and instruction. Yet, computer games have not been used for other purposes. For example, computer games have not been designed for the purpose of assisting a consumer to buy or procure of goods, services, or real estate. 
         [0011]    Sales of computer games as the primary source of revenue in the computer game industry. Sales of computer game systems are a secondary source of revenue. However, computer game systems are often sold at or below cost in order to promote sales of computer games. Hence, whether derived from sales of box games, arcade machines, or online subscriptions, sales of computer games is the profit center of the computer game industry. 
         [0012]    Given this historical industry model, the computer game industry lacked other sources of revenue. Except for sales and promotion of computer games themselves, a computer game or computer game system heretofore did not incorporate advertising, marketing, selling, or promotion of other products such as goods, services or real property. For example, a computer game may include advertisements of other computer games. Advertisements of other games may be in various forms including printed material inserted in game packaging or information displayed on the video screen prior to game play. Traditional advertisements may also take the form of banners, scrolling text or tickers, flashing objects, pop-up windows, frames or borders, etc. during execution of the game. One problem caused by these advertisements is that these advertisements detract from the play of the computer game. Another problem is that these advertisements reduce the display area available for playing the game. Still another problem is that advertisers and marketers did not understand that computer games represented an untapped channel for advertising, marketing, selling and promotion similar to print ads, billboards, television, radio, cable, and the interne. 
         [0013]    As a result, despite the growth in product placement following the release of the motion picture The Extraterrestrial (E.T.), computer games have remained nearly devoid of advertisements and promotions during the growth of the number of computer game players in the early 1980s. Even after the resurgence of computer game industry in the mid 1990s, advertisements in games were primarily limited to products within the computer game industry. For example, there are sometimes advertisements about future computer game in the form of printed box inserts or trailers akin to those used in motion pictures. The only promotions within the game itself were situated adjacent to racetracks or in sports arenas where virtual billboards may be used akin to billboards in actual racetracks and stadiums. 
         [0014]    Recently, producers of video games have begun to incorporate substantial advertising in computer games, especially online games because of the ability to update the advertisements. For example, advertisements could be displayed in an adjacent window without direct insertion in the game model. Such advertisement can be a distraction to many players. Also, such advertisements are frequently ignored, generate low brand awareness, and have relatively low click-through rates. 
         [0015]    The present invention overcomes these limitations by requiring a player to view the advertisement or marketing message. 
       SUMMARY OF THE INVENTION 
       [0016]    The present invention recognizes that computer games and other interactive programs attract a growing number of players like broadcast and cable television attracts millions of viewers, radio attracts millions of listeners, and the web sites attract millions of visitors. Hence, visual displays used by computer games and other interactive programs have potential as a marketing channel like television and radio are marketing channels. Yet, computer games and other interactive programs have not heretofore been recognized as a marketing channel for advertising, marketing, sales or other promotion. The present invention includes systems and methods to use advertising, marketing, selling or promotion in a computer game or interactive program. Further, the present invention also recognizes the importance of mobile devices as a channel for advertising, marketing, sales or promotion. Hence, the present invention enables advertisers and marketers to overcome past failures to recognize and develop these separate marketing channels (gameplay plus mobile) as a beneficial combination such as film plus product placement has proven itself to be a beneficial combination. 
         [0017]    An object of the invention is for advertising and promotion of manufacturers and vendors of any goods and services within the game or simulation. Manufactures and vendors of goods and services may be advertised or promoted via signs, uniforms, labels, trademarks, trade names, or simple color schemes. In a virtual environment, one or more manufacturers or vendors sponsors a game or simulation in the way that one or more manufacturer or vendors sponsors a professional sports game in the real environment. Hence, a player may don a uniform, gear, or other good which identifies one or more sponsors including the good&#39;s manufacturer or vendor, or both, or may identify one or more additional sponsors which is neither the manufacturer or vendor of the good. 
         [0018]    Another object of the invention is for advertising and promotion of manufacturers and vendors of any goods and services outside the actual game or simulation. Manufacturers and vendors of goods and services may advertise any type of product or service (e.g. food, travel, entertainment, lodging, etc.). The player may receive the advertisement or marketing message during the pre-game, during game play, or post-game. However, displaying an advertisement (especially a dynamic ad with movement) on the display screen adjacent to a game window or the like can be distracting. Salinas in teaches that advertisements may be limited to pre-game or post-game in order to avoid distraction. Yet, this approach also restricts advertisements during game play. 
         [0019]    Thus, still another object of the invention is integration of promotion and/or sales within a computer game, simulation, or the like without detracting from the entertainment value of game, simulation, or the like. For example, instead of a message being displayed adjacent to the game window or the link, a message may be sent to an alternative channel such as email, IM, text message (SMS), or multimedia message (MMS). 
         [0020]    Yet, still another object of the invention is the integration of sales within a game, simulation, or demonstration in a manner which enhances its value whether it be entertainment, education, or other value. For example, instead of the message simply being displayed adjacent to the game, the message may have to be viewed as an integral part of the game (accompanying an opponent or other participant&#39;s message) or as a desirable complement to the game (e.g. highlights or slow motion replay). 
         [0021]    Still another object of the present invention is for advertising, marketing, sales, listing, leasing, brokering or other forms of promotion of real property. One reason that the present invention is useful for promotion of real property is that the cost of a typical computer game or simulation, whether in a box or online, is very small relative to the cost of nearly any parcel of real property. Another reason that the present invention is useful for promotion of real property is the cost of a computer game or simulation is less than the cost of other forms of promotion used in relation to real property such as listings, showings, classified advertisements, print advertisements, videos, media spots, and so on. The present invention is especially useful where multiple units of comparable real estate are available for sale within a single development. For example, a simulation may be made that shows the walk-through or virtual tour. A viewer of the simulation could simply select (during the simulation) a particular view to be sent to a channel (e.g. email, IM, SMS, or MMS) for later viewing or viewing by another real estate professional. Hence, for multiple properties, the marginal cost (and the average cost) of development of a computer game or simulation is low or may be even negligible. However, even for sellers of single properties who choose to make a virtual tour, benefits of sending a message can be obtained at little marginal cost because the content is already created. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0022]      FIG. 1A  is a schematic drawing of a circuit. 
           [0023]      FIGS. 1B and 1C  are schematic drawings of alternative circuits. 
           [0024]      FIGS. 2A ,  2 B,  2 C,  2 D,  2 E and  2 F are a series of perspective drawings showing promotion, selection, and sale of a brand or a branded product or service. 
           [0025]      FIGS. 3A ,  3 B,  3 C,  3 D,  3 E and  3 F are a series of perspective drawings showing promotion, selection, and sale of a product at any time before, during, or after play or during practice or training. 
           [0026]      FIGS. 4A ,  4 B,  4 C,  4 D,  4 E and  4 F are a series of perspective drawings showing promotion, selection, and sale of a product at a shop. 
           [0027]      FIGS. 5A ,  5 B,  5 C,  5 D,  5 E and  5 F are a series of perspective drawings showing promotion, selection, and execution of a contract relating to goods, services, or real property. 
           [0028]      FIGS. 6A ,  6 B,  6 C,  6 D,  6 E and  6 F are a series of perspective drawings showing promotion, selection, and sale of a real property. 
           [0029]      FIGS. 7 ,  8 , and  9  are flowcharts of systems and methods of promotion and sales. 
           [0030]      FIGS. 10A and 10B  are flowcharts of alternative methods of initialization. 
           [0031]      FIG. 11  is a flowchart of alternative methods of promotion. 
           [0032]      FIG. 12A  is a flowchart of alternative visual effects of used in promotion.  FIGS. 12B and 12C  are continuations of the flowchart in  FIG. 12A . 
           [0033]      FIG. 13A  is flowchart of alternative methods of making a selection.  FIG. 13B  is a continuation of the flowchart in  FIG. 13A . 
           [0034]      FIGS. 14A ,  14 B and  14 C are a series of drawings of a graphical object in the form of a sign. 
           [0035]      FIGS. 15A ,  15 B,  15 C and  15 D are a series of drawings of promoted product and a label or tag. 
           [0036]      FIGS. 16A ,  16 B,  16 C and  16 D are a series of drawings of a position indicator in simulated motion. 
           [0037]      FIG. 17  is a series of drawings of alternative position indicators. 
           [0038]      FIGS. 18A ,  18 B and  18 C are drawings of alternative graphical buttons for making a selection. 
           [0039]      FIGS. 19A ,  19 B and  19 C are drawings of alternative graphical buttons for making a purchase decision. 
           [0040]      FIG. 20  is a series of drawings of alternative graphical buttons. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0041]    With reference to all the drawing figures: a promoted product is depicted by a series of numerals  300 ,  310 ,  320 ,  330  (symbolically “ 3   n   0 ”); a computer game, a simulation, or the like (collectively “a computer game”) is depicted by numeral  1300 ; a promotion engine is depicted by numeral  1400 ; and an e-commerce system is depicted by numeral  1600 . A promoted product may include a good, service, contract, real property, and so on. A computer game may include a computer game, simulation, demonstration, or similar interactive program. A promotion engine may include use of graphical objects, labels, symbols, colors, additional effects, and so on. An e-commerce system may include a shopping cart, merchant account, and so on. 
         [0042]      FIG. 1A  is a schematic drawing of a circuit having a central processor  10  in communication with at least one storage medium  20 , at least one display  30 , and at least one input device  40 . In one embodiment of the invention, the circuit comprises the central processor  10 , the storage medium  20 , the display  30 , and the input device  40 . In another embodiment, the circuit also comprises a video processor  50  in communication with the central processor and the display. In a further embodiment, the circuit also comprises a second storage medium  22  in communication with the central processor. In still another embodiment, the circuit also comprises an output device  70  in communication with the central processor. In yet still another embodiment, the circuit comprises a sound processor  52  in communication with the central processor and at least one speaker  32 .  FIGS. 1B and 1C  are schematic drawings of alternative circuits showing still other embodiments. In one of these embodiments, the audio processor and video processor are a single audio-visual processor  54 . In another, the central processor is in communication with a network  72 . In still another, the circuit also comprises an input-output processor  74  in communication with the central processor and the network  72 . In yet still another, the circuit also comprises a plurality of storage mediums  22 , input devices  40 , displays  30 , and/or speakers  32 . In yet still another, the circuit also comprises a plurality of output devices  70 , auxiliary processors  80 , and/or networks  72 . The circuit may be housed or situated within a game box, cartridge, console, or personal computer. In  FIGS. 1A ,  1 B and  1 C, bus or electric power lines are shown by dashed lines and alternative components and devices are shown by phantom, or dot-dash, lines. 
         [0043]    In operation, the central processor receives input communicated from the input device  40 , processes said input in accordance with instructions and/or data communicated from the storage medium  20 , and transmits output to the display  30 . Where the input device is not a keyboard or mouse, the input device may be a game controller of the type manufactured by Thrustmaster of Montreal, QC. Where a speaker  32  is present, the central processor or audio processor also transmits output to the speaker. The storage medium  20  records information communicated from the central processor. In one embodiment the storage medium may be a hard drive of the type manufactured by Quantum Corp. of Milpitas, Calif. Alternatively, the central processor receives instructions and/or data from the storage medium  20  and/or a second storage medium  22 . The second storage medium  22  may be a DVD, CDROM, memory stick, programmable read only memory (PROM), electronically-alterable programmable memory (EPROM), or the like. In another embodiment, the second storage medium  22  is an integrated circuit housed within a game box. In still another embodiment, the second storage medium is a CDROM which is removeably connected to the circuit. 
         [0044]    The circuit and is powered by a source  62  of direct current (DC) power or alternating current (AC) power. Where the source is AC power, a transformer  60  is in communication with the source  62 . The transformer may be a board-mounted transformer of the magnetic type manufactured by Hammond Manufacturing of Cheektowaga, N.Y. or a stand-alone power adapter of the type manufactured by Motorola Corporation of Schaumburg, Ill. Where the mode is online, the central processor is in communication with the network  72  and the input-output device  74  may be a network card of the type manufactured by Novell Communications of Provo Utah; a dial-up modern of the type manufactured by Hayes Corporation of Boston Mass.; or an alternative type of modem such as wireless, DSL, or cable modems which remain “always-on”. In still another embodiment, the central processor is in communication with a third storage medium  23  at a remote location whereby information about the game operational parameters, promotions, selections, and/or purchase decisions are transmitted to and from the remote location. In still yet another embodiment, the central processor is in communication with a fourth, fifth, sixth, etc. storage mediums  24 ,  25 ,  26 , etc. at multiple locations. 
         [0045]    With reference to  FIG. 2  through  FIG. 6 , a graphical object representing a promoted product is depicted by a series of numerals  300   a ,  310   a ,  320   a  . . . (collectively “ 3   n   0   a ”); a graphical object or visual effect representing a promotion  14   nn  is depicted by a series of numerals  400 ,  410 ,  420  . . . (collectively “ 4   n   0 ”); alternative methods for making a selection using a position indicator are depicted by a series of numerals  500   a ,  500   b ,  500   c ,  500   d ,  500   e  . . . (collectively “ 500 ”); alternative methods of making a purchase decision are depicted by numerals  700   a ,  700   b ,  700   c ,  700   d ,  700   e  . . . (collectively “ 700 ”). The screen  600  of the display  30  shows a graphical objects depicted by numerals  100  and  200  for use in making a selection  500   a  and making a purchase decision  700   a , respectively. In one embodiment, the screen shows a graphical object  810  for use in making a selection  500   b  and/or a graphical object  820  for use in making a purchase decision  700   b . The screen may also show a graphical object  910  for use in making a selection  500   e  and/or a graphical object  920  making a purchase decision  700   e . In another embodiment, the screen shows a graphical object  310   a  representing the promoted product for use in making a selection  500   d  or a graphical object  320   a  representing the promoted product making a purchase decision  700   d . In still another alternative, the screen shows a graphical object  400  representing the promotion for use in making a selection  500   c  or a graphical object  410  representing the promotion making a purchase decision  700   d.    
         [0046]      FIGS. 2A ,  2 B,  2 C,  2 D,  2 E and  2 F are a series of perspective drawings showing promotion, selection, and sale of a brand or a branded product or service at any time before, during or after operation of the computer game.  FIGS. 3A ,  3 B,  3 C,  3 D,  3 E and  3 F are a series of perspective drawings showing promotion, selection, and sale of a product such as a golf club(s) at any time before, during, or after play or during a practice or training session.  FIGS. 4A ,  4 B,  4 C,  4 D,  4 E and  4 F are a series of perspective drawings showing promotion, selection, and sale of a product such as a shirt off the rack at a shop.  FIGS. 5A ,  5 B,  5 C,  5 D,  5 E and  5 F are a series of perspective drawings showing promotion, selection, and execution of a contract for the sale of goods, services, or real property.  FIGS. 6A ,  6 B,  6 C,  6 D,  6 E and  6 F are a series of perspective drawings showing promotion, selection, and sale of a real property. In  FIGS. 2A through 6F , alternative objects are shown by dashed lines. 
         [0047]    In  FIGS. 2A-2F  and  3 A- 3 F, the graphical objects  100  and  200  are images of rectangular buttons, the graphical objects  8   n   0  are images of a shopping cart, and the visual effect  400  representing a promotion  14   nn  is an starburst effect  1750   t  whereby graphical object  310   a  is essence graphical object  300   a  surrounded by a starburst, explosion or the like. In  FIGS. 4A-4F , the graphical objects  100  and  200  are images of rectangular buttons, the graphical objects  8   n   0  are images of a shopping cart, the graphical objects  9   n   0  are images of a label or tag, and the visual effect  400  representing a promotion  14   nn  is an aura effect  1750   r  whereby graphical object  310   a  is graphical object  300   a  surrounded or silhouetted by an aura, glow, or the like. In  FIGS. 5A-5F , the visual effect  400  representing a promotion  14   nn  is, a callout effect  1750   s  whereby graphical object  310   a  is same as graphical object  300   a  except for the callout effect. In  FIGS. 6A-6F , the graphical objects  100  and  200  are images of rectangular buttons and the visual effect  400  representing the promotion  14   nn  includes a zoom-in effect  1750   g  whereby graphical object  310   a  is an enlargement of graphical object  300   a . In addition,  FIGS. 6A-6F  show a second visual effect  400  representing the promotion  14   nn  is a flag or banner  1750   ii  in the vicinity of graphical object  310   a . In another embodiment, the visual effect  400  representing the promotion  14   nn  includes combination of colorization effect  1750   h  and de-colorization effect  1750   k  whereby graphical object  310   b  is pronounced but remains unchanged in size from graphical object  300   a . In still other embodiments, graphical object  310   a  may be changed or unchanged from  300   a  and graphical objects  4   n   0  are one or more effects  1750   a  . . .  1750   zz  including callouts, outlines, auras, starbursts, colorization, and so on. In yet still other embodiments, the graphical objects  100 ,  200 ,  4   n   0 ,  8   n   0 , and  9   n   0  may be buttons or other graphical objects having various shapes or styles or be text, symbols, iconographics, drawings, pictures, images, effects and so on. 
         [0048]    The screen  600  of the display  30  also shows a promoted product  3   n   0  and a promotion  4   n   0  for use in either making a selection or making a purchase decision. Making a selection and making a purchase decision may be made using the position indicator alone or in combination with physical buttons or keys on the input device  40  depending on a predetermined event or events communicated from the input device. Alternately, selection and making a purchase decision may be made by physical buttons or keys alone on the input device  40 . 
         [0049]    In  FIGS. 7 ,  8  and  9  flowcharts show the system and methods of promotion and sales. In  FIGS. 7 ,  8  and  9 , alternative steps are shown by dashed lines. In  FIG. 7  the flowchart shows the steps of initiating the graphics engine  1010 ; initiating the sound engine  1020 ; initiating the promotion engine  1030 ; checking if online  1040 ; trying to connect  1050 ; checking if connected  1060 ; initiating the online mode  1080   a  or initiating the offline mode  1080   b ; starting game, simulation or the like  1310 ; checking if power if off  1860 ; checking if disconnected  1870 ; checking if game is over  1880 ; and/or ending program  1990 . In  FIG. 7 , the flowchart also shows a step of communication over a network  1060  as well as alternative steps of conducting a pre-game in online mode  1250   a ; and conducting a pre-game in a offline mode  1250   b ; conducting a post-game  1900 ; checking if to pause game  1875 ; pausing game  1880 . 
         [0050]    In  FIGS. 8 and 9  a flowchart shows the steps of a game  1300 , a promotion engine  1400 , and an e-commerce system  1600 . The e-commerce system includes a shopping cart  85  for holding selections and a merchant account or the like  90  for making purchases and performing financial transactions. The flowchart also shows alternative steps pre-game  1250   a  (or  1250   b ) and a post-game  1900 . In the game, the flowchart shows steps of starting game  1310 , operating game, simulation or the like  1320 , and end game  1890 . In the promotion engine, the flowchart shows steps of a series of promotions  1401 ,  1402 ,  1403  . . .  14   nn  (collectively  14   nn ) and a series of making selections  1501 ,  1502 ,  1503  . . .  15   nn  (collectively  15   nn ). In the pre-game, the flowchart shows alternative steps of making a series of preliminary promotion(s)  1261 ,  1262 ,  1263  . . .  126   n  (collectively  126   n ); making a series of selection(s)  1271 ,  1272 ,  1273  . . .  127   n  (collectively  127   n ); a series of auto selection(s)  1281 ,  1282 ,  1283  . . .  128   n  (collectively  128   n ); and adjusting operational parameters  1285 . In the post-game, the flowchart shows the step of reviewing held selection(s)  1940 . In the post-game, the flowchart also shows alternative steps of making a series of final promotion(s)  1911 ,  1912 ,  1913  . . .  191   n  (collectively  191   n ) and making a series of selections  1921 ,  1922 ,  1923  . . .  192   n  (collectively  192   n ). The flowchart also shows communication with an e-commerce system  1600  in which occur the alternative steps of making a purchase decision during the pre-game  1290 , making a series of purchase decisions during the game  1601 ,  1602 ,  1603  . . .  16   nn  (collectively  16   nn ), making a series of purchase decisions after the game  1931 ,  1932 ,  1933  . . .  193   n  (collectively “ 193   n ”), or making a purchase decision after review the held selections  1950 . 
         [0051]    In operation, a game player is able to make a single selection  1501  or a series of selections  15   nn  following the corresponding promotion(s)  14   nn  and a player is able to make a single purchase  1601  or a series of purchases  16   nn  following the corresponding selection(s)  15   nn . A single promotion  1261  or series of promotions  1261 ,  1262 ,  1263  . . .  126   n  may occur before the before the game  1300 . A game player is able to make a single selection  1271  or a series of selections  127   n  following the promotion(s)  126   n  and a player is able to make a single purchase decision  1281  or a series of purchase decisions  128   n  following the selection(s)  127   n . If the game player does not make a selection or series of selections, a single auto selection  1280  or a group of auto selections  128   n  is able to be made automatically. Similarly, a single promotion  1911  or series of promotions  1911 ,  1912 ,  1913  . . .  191   n  may occur after the game  1300 . A game player is able to make a single selection  1921  or a series of selections  192   n  following the promotion(s)  191   n  and a player is able to make a single purchase decision  1931  or a series of purchase decisions  193   n  following the selection(s)  192   n . In  FIG. 9 , the flowchart shows a series of steps of adding to shopping cart  16   nn - a  and the step of making a purchase decision after reviewing held selections  1950   a . The flowchart shows the alternative steps of making purchase decision(s)  1290   a ; holding selection(s)  1290   b  before the game; adding to wish list  16   nn - b ; making a purchase decision  16   nn - c ; and holding a selection  16   nn - d  during the game; making purchase decisions  1930   a  and holding selection(s)  1930   b  after the game; and making purchase decisions  1950   a  and saving selection(s)  1950   b  after reviewing held selections  1940 . The alternative steps hold selections  1290   b , hold selections  16   nn - d , and hold selections  1930   b  include selections adding to shopping cart similar to step  16   nn - a . The alternative step save selections  1950   b  includes saving the shopping cart to at least one storage medium  20  or  22 . 
         [0052]      FIGS. 10A and 10B  show flowcharts of initializing online mode  1080   a  and offline mode  1080   b , respectively. In  FIG. 10A , a flowchart shows the steps of checking user identity  1100 , re-login user  1110 , checking if user data requires updating  1120 , receiving current code(s) from remote computer  1190   c , locally-saving code(s)  1205 , and setting operational parameter(s) of game according to code(s)  1245 . The flowchart shows the alternative steps of collecting new user data  1130   a ; transmit new user data to remote computer  1140   a ; registering new user at remote computer  1160   a ; generating initial code(s) at remote computer  1170   a ; receiving initial code(s) from remote computer  1190   a ; and login new user  1200   a  or the alternative steps of collecting updated user data  1130   b ; transmit updated user data to remote computer  1140   b ; generating updated code(s) at remote computer  1170   b ; and receiving updated code(s) from remote computer  1190   b . The flowchart also shows communication with a network  72  at intermediate steps  1150   a/b  and  1180   a/b/c . In operation, locally-saving may includes communication with at least one storage medium  20  or  22  and may include communication through the network  72 . Initial or updated code(s) may be used to set the operational parameters of the game or simulation including the complexity and details of the game or simulation, the presence or not of teammates or competitors, and each player&#39;s attributes such as speed, skill, stealth, power, invincibility, and so on. Determination of initial and updated code(s) may depend on various factors. The initial codes may be based on information such as user demographics, interests, preferences, planned purchases taken from user data and/or targeted promotion or marketing codes corresponding to short duration or long-lasting promotions. The updated codes may be based on the same information to the initial codes plus additional information such as player performance, player frequency, actual purchases, and brand loyalty. 
         [0053]    In  FIG. 10B , a flowchart shows the steps of checking user identity  1090 , login in user locally  1200   b , checking if user data requires updating  1210 , checking if enhanced play is allowed  1215 , retrieve locally-saved code(s)  1230   c , and setting operational parameter(s) of game according to code(s)  1150 . The flowchart shows the alternative steps of checking if user wishes enhanced play  1095 ; registering new user at locally  1220   a ; retrieving pre-defined code(s)  1230   a ; saving new user data at locally  1240   a  or the alternative steps of checking if enhanced play is allowed  1215 ; creating temp user data  1220   b ; generating temp code(s)  1230   b ; and saving temp user data  1240   b . Although the flowchart does not show communication with the network  72 , locally-saved and locally-registering includes communication with at least one storage medium  20  or  22  and may include communication through the network  72 . Predetermined or temp code(s) may be used to set the operational parameters of the game or simulation including the complexity and details of the game or simulation, the presence or not of teammates or competitors, and each player&#39;s attributes such as speed, skill, stealth, power, invincibility, and so on. The predetermined and temp code(s) may depend on various factors. The predetermined code(s) may be based on information such as assumptions of user demographics. The temp code(s) may be based on user demographics, interests, preferences, and/or targeted promotion or marketing codes corresponding to long-lasting promotions. 
         [0054]    With reference to  FIGS. 11 ,  12 A,  12 B, and  12 C, an object refers to a graphical object.  FIG. 11  shows a flowchart of methods of conducting a promotion  14   nn . The flowchart shows the steps of selecting object for promotion  1700 ; checking if object is displayed  1710 ; and displaying object  1712 . The flowchart also shows the alternative steps of checking if sound(s) need be added  1714 ; adding sound(s)  1716 ; checking if label(s) need be added  1718 ; adding a label(s)  1720 ; checking if symbol(s) need be added  1722 ; adding symbol(s)  1724 ; checking if color(s) need be added  1726 ; adding color(s)  1728 ; checking if one or more [visual] effect(s) need be added  1740 ; and adding one or more effect(s)  1750   a ,  1750   b ,  1750   c  . . . to an object. Although generally visual effects, effects may also include audio-visual or even non-visual effects such as tactile or olfactory.  FIG. 12A  is a flowchart of alternative visual effects as part of conducting a promotion.  FIGS. 12B and 12C  are continuations of the flowchart in  FIG. 12A . The flowchart shows the addition of one or more visual effect(s)  1750   a  . . .  1750   hh  to a promoted product  300   a  as part of a promotion  14   nn . Visual effects include underlining an object  1750   a , shadowing an object  1750   b , embossing an object  1750   c , and so on. Additional visual effects will be apparent to one skilled in the art. For example, another visual effect is a waving flag, banner, or the like  1750   ii . It will be appreciated that certain visual effects or combinations of effects are more likely to be effective than others for purposes of promotion. For example, visual effects which enlarge an object  1750   f , zoom-in an object  1750   g , add glow to object  1750   q , add aura to object  1750   r , add starburst to object  1750   t , add explosion around object  1750   u , add callout to object  1750   s , and colorize an object  1750   h , and multiple effects  1750   hh  such as combination of  1750   h  and  1750   k  are more likely to be effective. 
         [0055]      FIG. 13A  is flowchart of alternative methods of making a selection  1800 ,  1801 ,  1802  . . .  18   nn  (collectively “ 18   nn ”).  FIG. 13B  is a continuation of the flowchart in  FIG. 13A . With reference to  FIGS. 13A ,  13 B, and  13 C, object A may refer to many graphical objects  100 ,  810 ,  310   a ,  400 , and so on while object B refers to the graphical object representing a promoted product  310   a . Methods of making a selection  18   nn  include pointing at object A  1800 ; point at object A and click physical button  1801 ; hover pointer over object A  1802 ; drag pointer across object A  1803 ; and so on. Other methods of making a selection will be apparent to a person skilled in the art. For example, making a selection may be accomplished by pressing a physical button or buttons on an input device  40  such as typing a predetermined key or combination of key on a keyboard. It will be appreciated that certain methods of making selections are more convenient than other methods. For example, physical button on the input device may not be available for use given the requirements of a given game, simulation, or the like. It will also be appreciated that methods of making a selection may also apply to methods of making purchase decisions  129   n ,  16   nn ,  193   n ,  195   n . It will be appreciated that it may be convenient or even necessary to restrict the making of purchase decisions to before and/or after the game or simulation rather than during the game or simulation. It may also be convenient to restrict the making of selections to before and/or after the game or simulation. Regardless of these restrictions, conducting promotions  14   nn  could continue throughout the game. In addition, in the pre-game, auto selections  128   n  could selected one or more promoted products if a player did not make selections  127   n . In the post-game, final promotions  191   n  could repeat earlier promotions  14   nn  allowing the player to make selections  192   n . In this way, distractions could be avoided and the value of the game or simulation would not be diminished. This is particularly true in cases of fast-paced or real-time games, simulations or the like. 
         [0056]      FIGS. 14A ,  14 B and  14 C are a series of drawings of a graphical object in the form of a sign. In  FIG. 14A  a graphical object  900  is an a-frame sign with a first horizontal box  905 . In  FIG. 14B , a graphical object  910  is the a-frame sign with the first horizontal box  905 , a second horizontal box  915   a , and a diagonal box  915   b  following a promotion  126   n ,  14   nn , or  191   n . In  FIG. 14C , a graphical object  920  is the a-frame sign with a first horizontal box  905 , a second horizontal box  925   a ; and a diagonal box  925   b  following a making a selection  127   n ,  15   nn , or  192   n . In operation, the boxes  905 ,  9   n   5   a , and  9   n   5   b  may contain text, numerals, images, or so on. For example, horizontal box  905  may have the text “for sale” and horizontal box  925   a  and diagonal box  925   b  may have the text “sold.” Alternatively, the horizontal box  905  may be have the image or colors of a brand. It will be appreciated that a graphical object in the form of a sign may be effective for promotion of various products. 
         [0057]      FIGS. 15A ,  15 B,  15 C and  15 D are a series of drawings of a graphical objects representing promoted products  3   n   0  having a label or tag. In  FIG. 15A  the graphical object  3   n   0  is cap with a label  3   n   5   d  across the brow and a tag  9 [ n− 1] 0 . In  FIG. 15B  the graphical object  3   n   0  is shirt with a label  3   n   5   a  across the breast, a label  3   n   5   c  across the waist, labels  3   n   5   b  along the shoulders and arms, and a tag  9 [ n− 1] 0 . In  FIG. 15C  the graphical object  3   n   0  is pants with a label  3   n   5   f  across the waist, labels  3   n   5   e  down legs, and a tag  9 [ n− 1] 0 . In  FIG. 15D  the graphical object  3   n   0  is shoes with a label  3   n   5   g  across the side and a tag  9 [ n− 1] 0 . In operation, the labels  3   n   5   a ,  3   n   5   b ,  3   n   5   c , . . .  3   n   5   g  and the tag  9 [ n− 1] 0  may contain text, numerals, images, or so on. It will be appreciated that the brand of a promoted product may be identified by brand name, symbol or logo located on a label or tag of a promoted product. It will also be appreciated that certain brands may be more easily identified by the use of a distinctive combination of colors, shapes or patterns. Hence, a graphical object representing a promoted product  310   a  may not require labels if distinctive colors, shapes or patterns are employed. 
         [0058]      FIGS. 16A ,  16 B,  16 C and  16 D are a series of drawings of a position indicator  2   nnn  in simulated motion. In  FIGS. 16A through 16D , a position indicator is a pointed arrow  2001  similar to position indicators in windows-based operating systems of the type manufactured by Microsoft Corporation of Redmond, Wash. In  FIG. 16A  the position indicator does not show a trail. In  FIGS. 16B ,  16 C, and  16 D, the trail of the position indicator is incrementally longer.  FIG. 17  is a series of drawings of alternative position indicators  2   nnn . For example, a position indicator may be one of many a targets  2002 ,  2003 ,  2004 ,  2005 ,  2009 ,  2010 ,  2011 ,  2012  and so on. It will be appreciated that a graphical object used as a position indicator  2   nnn  may take the form of nearly anything including a symbol, icon, or image of a promoted product. 
         [0059]      FIGS. 18A ,  18 B and  18 C are drawings of alternative graphical objects  100 ,  8   n   0 , and  900  for making a selection  127   n ,  15   nn , and  192   n . Horizontal boxes  105 ,  8   n   5 , and  905  are shown corresponding to graphical objects for making a selection. Similarly,  FIGS. 19A ,  19 B and  19 C are drawings of alternative buttons for making a purchase decision  128   n ,  16   nn ,  193   n , and  195   n . Horizontal boxes  205 ,  8   n   5 , and  905  are shown corresponding to graphical objects for making a purchase decision. It will be apparent to a person skilled in the art that these boxes may be vertical, diagonal or shape and that graphical objects  100 ,  200 ,  8   n   0 , and  9   n   0  may have various alternative shapes  3   nnn . With reference to  FIGS. 2A through 2F , these graphical objects may be used when making a selection by method  500   a ,  500   b , or  500   e  and when making a purchase decision by method  700   a ,  700   b , or  700   e . Other graphical objects  310   a  and  4   n   0  may be used when making a selection by  500   c  or  500   d  or making a purchase decision by method  700   c  or  700   d.    
         [0060]      FIG. 20  is a series of drawings of graphical objects having alternative shapes  3   nnn . Alternative shapes for graphical objects include polygons, icons, and so on. It will be appreciated that some shapes or icons are more easily recognized as buttons than other shapes or icons. For example, graphical object  3001  appears to be a button to depress. It will also be appreciated that nearly any graphical object may be used. For example, graphical object  3011  is a drawing of a shopping cart, graphical object  3013  is a paper scroll, and graphical object  3014  is a drawing of a house. Hence, a graphical object representing the promoted object  310   a  may be suitable. With reference to  FIGS. 5A through 5F , graphical object  3013  representing a contract or agreement for goods, service, or real property. With, reference to  FIGS. 6A through 6F , graphical object  3014  representing a house or real property. 
         [0061]    The invention may be practiced on any computer or electronic device capable any manner or form of visual display. All types of computers, computer systems, and computer networks having the capability of a visual display can generally be programmed to operate computer games and interactive programs. Even those without capability of visual display can be programmed to operate a variety of computer games or interactive programs. In addition, many electronic devices can be programmed to operate a computer game or interactive program: 
         [0062]    Computers and electronic devices may include any type of computer and computer system such as personal computers, laptop computers, notebook computers, handheld computers, arcade game machines, handheld games, video game systems, video game consoles, video game boxes, personal digital assistants, mobile computing devices, cable boxes, telephones, telecomputing devices, and telecommunication devices. Computer networks may include all types of networks such as local area networks (LANs), wide area networks (WANs), private virtual networks, peer-to-peer, world wide web (WWW), intranets, extranets, and the interne. One embodiment includes a game console of the type manufactured by Sony Electronics Corp. or Microsoft Corp. Another embodiment includes cable box of the type made by webTV. Still another embodiment includes a personal computer of the type manufactured by Dell Computers. Still yet another embodiment includes handheld computer or personal digital assistant. The computer processor may be a single integrated circuit or comprise multiple integrated circuits having different functions i.e. central processing unit (CPU), input-output (I/O) processing, video processing, sound processing, and so on. The display may be any type of display or projection system such as oscilloscope, vector tube, cathode ray tube (CRT), liquid crystal display (LCD), and any flat panel display, TFT, etc. 
         [0063]    In one embodiment of the invention, goods may include equipment, gear, equipment, uniforms, clothing or the like. In another embodiment, services may include training, coaching, practice, tutoring educational programs or the like. In a further embodiment, real property may include developed or undeveloped parcels in one or more locales (e.g. cities, country clubs, resorts, housing subdivisions, planned unit developments, university campuses, corporate parks, etc.) where the virtual location may emulate the actual locale. A default location may be pre-determined by the computer program or the location may be selected from a group or list of locations. Other defaults may be predetermined depending on product(s) to be promoted. For example, only a single product may be promoted, or multiple products within a single brand, or multiple brands. 
         [0064]    It will be appreciated that pre-game may include activities for either spectators or participants, or both. For spectators, one embodiment of the invention may be a pre-game show. A pre-game show may include a myriad of content such as commentary, scores, clips, statistics, and so on. For participants, another embodiment may include a training session as part of the pre-game. A training session may include instruction by one or more instructors having relevant expertise. A default instructor may be pre-determined by the computer game or the instructor may be selected by a player from a group or panel of instructors. The group or panel may include various celebrities or commercial instructors. For example, the player of a golf computer game could select a particular golf instructor from a panel of golf instructors. The selected instructor may extend offers to the player regarding other products and services. For example, the golf instructor may endorse or in some manner promote name brand equipment and/or programs of additional golf lessons. The player may or may not pay a fee to select the instructor. Accordingly, the computer game may be used to promote instructors and other products including goods or services associated with training. 
         [0065]    Another embodiment of the invention may include a warmup or practice session. The practice session may be a virtual environment emulating the practice area including equipment, gear, and/or clothing. Play may include no players, one player, or multiple players. In addition, play maybe player-controlled or simulated. In an embodiment of the invention, the practice sessions include promotional displays of merchandise, products, or services. Promotional displays of merchandise may include generic or brand name products. Ps, TMx, trademarks, tradenames use of brand name equipment. 
         [0066]    Still another embodiment of the invention may include a visit to an area for preparation including a clubhouse, pro shop, locker room, gear shop, pit, dugout, batting cage, deck, bench, sideline, backstage, wing, or dressing room. A further embodiment is visiting a virtual shopping mall. In this way, any product may be advertised, marketed, or sold. 
         [0067]    Still yet another embodiment of the invention is the providing of incentives to purchase promoted products. For example, purchase of a product could boost speed, skill, or power of a player during game play. In this way, an incentive is bestowed on a prospective purchaser to encourage the purchase of a promoted product. A further embodiment of the invention includes an incentive of the bestowing stealth, wisdom, invincibility, or another attribute on a player during the game. In one embodiment, the enhanced speed, power, or other attribute is related to the product or service purchased. For example, purchase of a golf club or golf ball would bestow on the player who purchases the club or ball a longer drive down the fairway. In this way, the promotion is better targeted to a person who has significant incentive to purchase promoted products. 
         [0068]    From the foregoing it will be appreciated that although specific embodiments of the technology have been described herein for purposes of illustration, various modifications may be made without deviating from the spirit and scope of the invention. For example, the user may lease products or services rather than purchase them outright. Also, the user may provide personal information as consideration in addition to or in lieu of payment for products and services. The promotional system may output a selected promotion in ways other than visually displaying promotions on a screen. For example, a promotion may be output in an audio form. Further, the invention can be used with personal computers, computer terminals, television sets, video game machines, video game boxes, web TV, cable TV, video consoles, laptop computers, notebook computers, handheld computers, personal digital assistants, telephones, cell phones, pagers, and so on. Accordingly, the invention should be broadly construed and is not limited except with respect to the appended claims.