Patent Publication Number: US-2015087426-A1

Title: Multiplayer task game

Description:
BACKGROUND 
     1. Field of the Invention 
     The present invention generally relates to task management, and more specifically, to systems and methods for motivating individuals to complete tasks. 
     2. Related Art 
     There are generally two types of people in this world—those who are responsible and those who are not. Often, it is difficult to get an irresponsible person to complete a task in a diligent, satisfactory, and timely manner. Irresponsible or unreliable individuals may not be motivated to complete a task, may be bored by a task, or may find no benefit to completing a task. Thus, a need exists for systems and methods that provide incentives and rewards to motivate an individual to complete a task. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
         FIG. 1  is a block diagram illustrating a system for managing and completing tasks according to an embodiment of the present disclosure; 
         FIGS. 2A-2K  are screenshots of administrator and player interfaces according to an embodiment of the present disclosure. 
         FIG. 3  is a flowchart showing a method of managing and completing tasks according to an embodiment of the present disclosure; and 
         FIG. 4  is a block diagram of a system for implementing one or more components in  FIG. 1  according to an embodiment of the present disclosure. 
     
    
    
     Embodiments of the present disclosure and their advantages are best understood by referring to the detailed description that follows. It should be appreciated that like reference numerals are used to identify like elements illustrated in one or more of the figures, wherein showings therein are for purposes of illustrating embodiments of the present disclosure and not for purposes of limiting the same. 
     DETAILED DESCRIPTION 
     The methods and systems described herein facilitate setting up a game to motivate individuals to achieve certain assigned tasks. The game encourages and rewards good behavior. A list of assigned tasks or actions is provided to the player, with each of the assigned tasks or actions having an assigned value. In various embodiments, a player can self-assign tasks or goals, and reward himself or herself. 
     The described methods and systems can be used to manage and complete tasks by providing goals and rewards. In a game that supports multiple users, one or more people may be designated as an administrator and one or more people may be designated as users or players. The administrator may provide a checklist of tasks or actions, and send these tasks to be completed to those whom the administrator designates as players. The players may then complete the actions or tasks and indicate that they are completed. The administrator provides a real-world reward, such as money, for completing all of the tasks, or for each task individually. When a task (or all tasks) are completed, the reward is deposited in the player&#39;s account. The reward may be money, gift cards, or the like. In various embodiments, the tasks include household chores, school assignments, actions for a mentee assigned by a mentor, paying bills, transferring money, adding to a savings account, and the like. The game may also be used to barter skills between the administrator and players, such that if one person with a particular skill needs a task to be completed, he or she can request that it be done in exchange for a particular skill he or she has. 
       FIG. 1  shows one embodiment of a block diagram of a network-based system  100  adapted to manage and complete tasks. As shown, system  100  may comprise or implement a plurality of servers and/or software components that operate to perform various methodologies in accordance with the described embodiments. Exemplary servers may include, for example, stand-alone and enterprise-class servers operating a server OS such as a MICROSOFT® OS, a UNIX® OS, a LINUX® OS, or other suitable server-based OS. It can be appreciated that the servers illustrated in  FIG. 1  may be deployed in other ways and that the operations performed and/or the services provided by such servers may be combined or separated for a given implementation and may be performed by a greater number or fewer number of servers. One or more servers may be operated and/or maintained by the same or different entities. 
     As shown in  FIG. 1 , the system  100  includes first client device  120  (e.g., network computing device), second client device  130 , third client device  140 , and at least one service provider server or device  180  (e.g., network server device) in communication over the network  160 . 
     The network  160 , in one embodiment, may be implemented as a single network or a combination of multiple networks. For example, in various embodiments, the network  160  may include the Internet and/or one or more intranets, landline networks, wireless networks, and/or other appropriate types of communication networks. In another example, the network  160  may comprise a wireless telecommunications network (e.g., cellular phone network) adapted to communicate with other communication networks, such as the Internet. As such, in various embodiments, first client device  120 , second client device  130 , third client device  140 , and service provider server or device  180  may be associated with a particular link (e.g., a link, such as a URL (Uniform Resource Locator) to an IP (Internet Protocol) address). 
     The first client device  120 , second client device  130 , and third client device  140  in various embodiments, may be implemented using any appropriate combination of hardware and/or software configured for wired and/or wireless communication over the network  160 . In various examples, first client device  120  may be implemented as a wireless telephone (e.g., cellular or mobile phone), a tablet, a personal digital assistant (PDA), a personal computer, a notebook computer, and/or various other generally known types of wired and/or wireless computing devices. It should be appreciated that first client device  120  may be referred to as a user device or a customer device without departing from the scope of the present disclosure. 
     The first client device  120 , in one embodiment, includes a user interface application  122 , which may be utilized by the administrator  102  to conduct transactions (e.g., shopping, purchasing, bidding, transferring, etc.) with the service provider server  180  and/or assign tasks or actions to players  104  and/or  106  over the network  160 . In one aspect, funds may be directly and/or automatically debited from an account related to the administrator  102  via the user interface application  122  and deposited into an account associated with player  104  and/or  106 . 
     In one implementation, the user interface application  122  comprises a software program, such as a graphical user interface (GUI), executable by a processor that is configured to interface and communicate with the service provider server  180  via the network  160 . In another implementation, the user interface application  122  comprises a browser module that provides a network interface to browse information available over the network  160 . For example, the user interface application  122  may be implemented, in part, as a web browser to view information available over the network  160 . 
     The first client device  120 , in various embodiments, may include other applications  124  as may be desired in one or more embodiments of the present disclosure to provide additional features available to administrator  102 . In one example, such other applications  124  may include security applications for implementing client-side security features, programmatic client applications for interfacing with appropriate application programming interfaces (APIs) over the network  160 , and/or various other types of generally known programs and/or software applications. In still other examples, the other applications  124  may interface with the user interface application  122  for improved efficiency and convenience. 
     The first client device  120 , in one embodiment, may include at least one user identifier  126 , which may be implemented, for example, as operating system registry entries, cookies associated with the user interface application  122 , identifiers associated with hardware of the first client device  120 , or various other appropriate identifiers. The user identifier  126  may include one or more attributes related to the administrator  102 , such as personal information related to the administrator  102  (e.g., one or more user names, passwords, photograph images, biometric IDs, addresses, phone numbers, etc.) and banking information and/or funding sources (e.g., one or more banking institutions, credit card issuers, user account numbers, security data and information, etc.). In various implementations, the user identifier  126  may be passed with a user login request to the service provider server  180  via the network  160 , and the user identifier  126  may be used by the service provider server  180  to associate the administrator  102  with a particular user account maintained by the service provider server  180 . 
     Second client device  130  and third client device  140  may have similar applications and modules as first client device  120 , but are used, in this example, for receiving tasks or actions, real-world rewards, texts, and other communications sent by administrator  102  via the first client device  120  via the service provider server  180 . Second client device  130  and third client device  140  may also include a user interface application  132 ,  142  and one or more other applications  134 ,  144  which may be used, for example, to provide a convenient interface to permit player  104  or player  106  to browse information and view assigned tasks over network  160 . For example, in one embodiment, user interface application  132 ,  142  may be implemented as a web browser configured to view information available over the Internet and communicate with service provider server  180  to receive and send information regarding assigned tasks or actions to administrator  102 . 
     Second client device  130  and third client device  140  may further include other applications  134 ,  144  such as security applications for implementing client-side security features, programmatic client applications for interfacing with appropriate application programming interfaces (APIs) over network  160 , or other types of applications. Applications  134 ,  144  may also include email, text, IM, and voice applications that allow player  104  or player  106  to communicate through network  160 , receive messages from administrator  102 , and create and manage funding sources. Second client device  130  and third client device  140  includes one or more user identifiers  136 ,  146  which may be implemented, for example, as operating system registry entries, cookies associated with user interface application  132 ,  142 , identifiers associated with hardware of second client device  130  or third client device  140 , or other appropriate identifiers, such as used for payment/recipient/device authentication, e.g., the phone number associated with second client device  130  or third client device  140 . Identifiers may be used by a service provider to associate player  104  or player  106  with a particular account maintained by the service provider. 
     The client devices  120 ,  130 , and  140  can communicate with the service provider server  180  to receive webpages, messages, and transmit and receive data. In a similar fashion, service provider server  180  can communicate data and other information to client devices  120 ,  130 , and  140 . 
     The service provider server  180 , in one embodiment, may be maintained by a transaction processing entity, which may provide processing for financial transactions and/or information transactions between the administrator  102  and players  104  and  106 . As such, the service provider server  180  includes a service application  182 , which may be adapted to interact with each client device  120 ,  130 , and/or  140  over the network  160  to facilitate the managing and assigning of tasks by the administrator  102  to the players  104  and/or  106 . In one example, the service provider server  180  may be provided by PayPal®, Inc., eBay® of San Jose, Calif., USA, and/or one or more financial institutions or a respective intermediary that may provide multiple point of sale devices at various locations to facilitate transaction routings between merchants and, for example, financial institutions. 
     The service application  182 , in one embodiment, utilizes a payment processing module  184  to process purchases and/or payments for financial transactions between the administrator  102 , player  104 , and player  106 . In one implementation, the payment processing module  184  assists with resolving financial transactions through validation, delivery, and settlement. As such, the service application  182  in conjunction with the payment processing module  184  settles indebtedness between the administrator  102 , player  104 , and player  106 , wherein accounts may be directly and/or automatically debited and/or credited of monetary funds in a manner as accepted by the banking industry. 
     The service provider server  180 , in one embodiment, may be configured to maintain one or more user accounts and merchant accounts in an account database  192 , each of which may include account information  194  associated with one or more individual users (e.g., administrator  102  and players  104  and  106 ). For example, account information  194  may include private financial information of each user  102 ,  104 , and  106 , such as one or more account numbers, passwords, credit card information, banking information, or other types of financial information, which may be used to facilitate financial transactions between administrator  102  and players  104  and  106 . In various aspects, the methods and systems described herein may be modified to accommodate users that may or may not be associated with at least one existing user account. 
     In one implementation, the administrator  102  and/or players  104  and  106  may have identity attributes stored with the service provider server  180 , and administrator  102  and/or players  104  and  106  may have credentials to authenticate or verify identity with the service provider server  180 . User attributes may include personal information, banking information and/or funding sources as previously described. In various aspects, the user attributes may be passed to the service provider server  180  as part of a login, search, selection, purchase, and/or payment request, and the user attributes may be utilized by the service provider server  180  to associate administrator  102  and/or players  104  and  106  with one or more particular user accounts maintained by the service provider server  180 . 
     The service provider server  180  also includes task management application  186 . The application  186  manages and assigns tasks according to directions received by the administrator  102 . The task management application  186  provides details of the task game. The details may include the name of the administrator  102 , names of the players  104  and  106 , the tasks assigned by the administrator  102  to the players  104  and/or  106 , the real-world reward associated with the completion of each assigned task, a time limit for completion of each assigned task, percentage of assigned tasks completed, etc. 
     In one embodiment, the task management application  186  displays player specific achievement data. The achievement data includes a list of assigned tasks and completion status of the tasks. Each assigned task can include a completion icon if the task is completed by the player or progress information (e.g., 25% complete) that indicates an amount of completion. 
     Turning now to  FIGS. 2A-2K , illustrated are game interfaces that may be rendered on the client devices  120 ,  130 , and  140 . The game interfaces may be automatically generated and presented to the user in response to the user visiting or accessing the service provider server&#39;s website or a third party website. The game interface is configured to receive signals from the user. For example, the user can click on the game interface, or enter commands from a keyboard or other suitable input device. The game interface can display various game components, such as the game environment, options available to the player, game results, etc. The user can click, touch, or otherwise interact with various icons in the game interface to activate various game options. 
       FIG. 2A  illustrates the game interface shown to administrator  102 , asking if administrator  102  wants to start a game. The administrator  102  presses the begin button to start the game, and designates who he or she wants to join the game, e.g., player  104  and/or player  106 .  FIG. 2B  illustrates the game interface that player  104  and/or player  106  sees. When a player presses “YES,” the interface in  FIG. 2C  is shown to administrator  102  to inform administrator  102  that the player has joined the game. At  FIG. 2D , administrator  102  is prompted to select tasks to assign to the player. For example, as shown, administrator  102  has assigned paying rent, adding to savings, and paying utilities to the player. Once the tasks are checked, the task is moved to the top of the screen. In another embodiment, the tasks are dragged and dropped from a library of tasks. The administrator  102  may then designate an appropriate real-world reward to motivate the player to complete the list of assigned tasks. 
     At  FIG. 2E , the player  104  and/or  106  sees the tasks assigned to him or her. As the player completes a task, he or she checks them off his or her list. This is shown in the screenshot of  FIG. 2F .  FIG. 2F  also shows player progress in completing the assigned tasks by partially shading the page. In various embodiments, if one or all of the tasks are completed using the service provider, each task is automatically checked off the list of the player. The administrator  102  sees the interface shown on  FIG. 2G , which notes a completed task and player progress in completing the list of tasks. As shown, player progress is noted by shading a portion of the rectangle to show the fraction of the tasks completed. 
     At  FIG. 2H , the player completes all the tasks on his or her list, and the page is completely shaded to show achievement of all the tasks. The administrator  102  sees the interface on  FIG. 2I , which shows the rectangle completely filled to indicate that the tasks are 100% complete. The administrator  102  is asked if he or she wants to send a note, and in  FIG. 2J , a note stating that the tasks are completed and the designated real-world reward can be sent. The administrator  102  pushes send, and the player sees the interface in  FIG. 2K , letting him or her know that he or she earned a reward. The player can collect the reward, or choose to continue to retrieve another set of assigned tasks. 
     Referring now to  FIG. 3 , a flowchart of a method  300  for managing and assigning tasks is illustrated according to an embodiment of the present disclosure. In an embodiment, at step  302 , administrator  102  accesses a service provider site or mobile app via the client device  120 , and initiates a game session. The administrator  102  may select a player from a friends list or enter the name of a player (e.g., player  104  or player  106 ). An administrator may be a parent, grandparent, guardian, teacher, employer, spouse, partner, roommate, or the like. The player may be a child, minor, student, sibling, employee, spouse, partner, roommate, or the like. In one embodiment, the administrator and players are all adults. The administrator  102  may determine age, gender, or other requirements for the players. 
     At step  304 , the administrator  102  assigns at least one task to a player (e.g., player  104  or player  106 ) and designates a real-world reward for its completion. Examples of tasks include a chore, a behavior, a health-related task, a study-related task, reading books, doing homework, studying, practicing an instrument, sport, or extracurricular activity, eating vegetables and fruits, exercising, brushing one&#39;s teeth, combing one&#39;s hair, completing an assignment, making a new friend, making a new business contact, giving a speech, cleaning, taking out the trash, doing the laundry, paying the rent, purchasing a gift, transferring money, buying groceries, adding to savings, sending money, paying bills, and the like. In an embodiment, the method may include categorizing an assigned task by a category. For example, the categories can include kitchen chores, bathroom chores, bedroom chores, bill payment, grocery shopping, gift giving, and the like. 
     A user interface for administrators may include a To Do Chart Facility. The To Do Chart Facility may be used by the administrator  102  to create or edit to do lists, assign rewards commensurate with task completion, and/or assign a time for the task to be completed. From an Add Tasks page, administrators may choose to create a custom task or browse a list of recommended task categories and select multiple tasks. In some embodiments, the administrator may select a task using crowdsourcing. For example, a list of tasks or actions that are shared publicly on a forum may be available for the administrator to browse and select. Such a list may be labeled “trending tasks,” and the administrator is able to view and select categories of tasks that other people have submitted. When adding a task, the administrator  102  may assign a time schedule for the task by using a scheduling drop down menu. The drop down menu may contain: Everyday, Weekday, Weekends, On time, No due time, One time, Due on [insert date], On these days . . . , and the like. 
     In various embodiments, the administrator  102  assigns more than just one task to a player, and specifies a reward for each completed task, or a reward for completing all the tasks. In some embodiments, the screen is prepopulated with default types of tasks in a library, which can be dragged and dropped to be assigned to the player. In other embodiments, the administrator  102  types in the tasks manually. Once the list is complete, the player can see what tasks he or she needs to accomplish to earn the reward. 
     A “real-world reward” is a tangible reward outside of the game situation. Examples of real-world rewards include food, drinks, money, coupons, gift cards, vouchers, gift certificates, and the like. It should be noted that the rewards are merely exemplary of a multitude of rewards that can be provided as an incentive to complete tasks in accordance with the present disclosure. The administrator  102  may select an icon associated with the reward. 
     In some embodiments, the administrator  102  may consult with the players playing the game to select the reward to encourage their participation and enthusiasm for the game. The rewards are arranged to be acquired by the players in response to completing an assigned task. 
     Tasks can be added or deleted as desired and the rewards earned by completion of the tasks can also be established or adjusted to tailor the game to different players. In various embodiments, the method may include providing a level meter associated with the tasks for indicating the status of task completion. In some embodiments, the administrator  102  may penalize the player for failing to complete the task, late completion of a task, or a poorly completed task. For example, the administrator  102  may require the player to pay the administrator  102  a certain amount of money. 
     In various embodiments, the player assigned a task (e.g., player  104 ) is unable to complete the task because he or she is too busy and just does not have the time. In this case, player  104  may advertise to other players in the game (e.g., player  106 ) that he or she needs assistance in completing a task. If player  106  decides to take the task and completes the task, player  104  can transfer the reward to player  106 . Alternatively, player  104  can inform administrator  102  that the task was handed over to player  106  so that the administrator  102  can have the reward transferred directly to player  106 . The service provider server may also be informed that the tasks are accomplished, and the reward can automatically be sent based on recognition that the task is completed. 
     In different embodiments, one or more players (e.g., players  104  and  106 ) can take the role of an administrator from within the game session initiated by administrator  102 . In that sense, a player can then initiate a game session within the game session and assign tasks to players within this “sub-game.” The “sub-game” can have the same characteristics as discussed above with respect to the game initiated from administrator  102 . For example, if player  104  has a relatively large task that can be broken up into smaller tasks, player  104  may create a “sub-game” and assign these smaller tasks to other players. The reward total to the other players may be less than the reward to player  104  for completing the task, such that the work in initiating a new game is financially beneficial to player  104 . This can be extended so that there are games within games within games, etc. In other embodiments, administrator  102  or “sub-administrators” may limit or prohibit games within the game. 
     For example, player  104  may have been assigned the tasks of buying groceries, paying the electricity bill, and buying a gift for a party, and the reward for completion of all the tasks is set at $100. Player  104  can take these three tasks and assign them to other players in the game (e.g., player  106 ), with a reward of $80 spread out for the three tasks. Player  104  thus still receives a reward of $20. 
     At step  306 , the player checks off tasks as he or she completes them. In an exemplary embodiment, the administrator  102  can check the player&#39;s progress, and the progress is shown graphically to the administrator  102  and the player. At step  308 , the player completes all the tasks assigned. The service provider server  180  is informed that the tasks are accomplished, and sends a message to the administrator  102 . 
     At step  310 , the administrator  102  informs the player that he or she has earned a real-world reward, and the administrator  102  instructs the service provider to transfer the designated reward to the player. At step  312 , the service provider transfers the real-world reward from an account of the administrator  102  to an account of the player. In some embodiments, the transfer of the reward is automatic once the service provider is informed that the tasks have been completed. 
     Referring now to  FIG. 4 , a block diagram of a system  400  is illustrated suitable for implementing embodiments of the present disclosure, including client devices  120 ,  130 , and  140 , and service provider server or device  180 . System  400 , such as part of a cell phone, a tablet, a personal computer and/or a network server, includes a bus  402  or other communication mechanism for communicating information, which interconnects subsystems and components, including one or more of a processing component  404  (e.g., processor, micro-controller, digital signal processor (DSP), etc.), a system memory component  406  (e.g., RAM), a static storage component  408  (e.g., ROM), a network interface component  412 , a display component  414  (or alternatively, an interface to an external display), an input component  416  (e.g., keypad or keyboard), and a cursor control component  418  (e.g., a mouse pad). 
     In accordance with embodiments of the present disclosure, system  400  performs specific operations by processor  404  executing one or more sequences of one or more instructions contained in system memory component  406 . Such instructions may be read into system memory component  406  from another computer readable medium, such as static storage component  408 . These may include instructions to process financial transactions, make payments, etc. In other embodiments, hard-wired circuitry may be used in place of or in combination with software instructions for implementation of one or more embodiments of the disclosure. 
     Logic may be encoded in a computer readable medium, which may refer to any medium that participates in providing instructions to processor  404  for execution. Such a medium may take many forms, including but not limited to, non-volatile media, volatile media, and transmission media. In various implementations, volatile media includes dynamic memory, such as system memory component  406 , and transmission media includes coaxial cables, copper wire, and fiber optics, including wires that comprise bus  402 . Memory may be used to store visual representations of the different options for searching, auto-synchronizing, making payments or conducting financial transactions. In one example, transmission media may take the form of acoustic or light waves, such as those generated during radio wave and infrared data communications. Some common forms of computer readable media include, for example, RAM, PROM, EPROM, FLASH-EPROM, any other memory chip or cartridge, carrier wave, or any other medium from which a computer is adapted to read. 
     In various embodiments of the disclosure, execution of instruction sequences to practice the disclosure may be performed by system  400 . In various other embodiments, a plurality of systems  400  coupled by communication link  420  (e.g., network  160  of  FIG. 1 , LAN, WLAN, PTSN, or various other wired or wireless networks) may perform instruction sequences to practice the disclosure in coordination with one another. Computer system  400  may transmit and receive messages, data, information and instructions, including one or more programs (i.e., application code) through communication link  420  and communication interface  412 . Received program code may be executed by processor  404  as received and/or stored in disk drive component  410  or some other non-volatile storage component for execution. 
     In view of the present disclosure, it will be appreciated that various methods and systems have been described according to one or more embodiments for managing and completing tasks. 
     Although various components and steps have been described herein as being associated with client device  120 ,  130 , and  140 , and service provider server  180  of  FIG. 1 , it is contemplated that the various aspects of such servers illustrated in  FIG. 1  may be distributed among a plurality of servers, devices, and/or other entities. 
     Where applicable, various embodiments provided by the present disclosure may be implemented using hardware, software, or combinations of hardware and software. Also where applicable, the various hardware components and/or software components set forth herein may be combined into composite components comprising software, hardware, and/or both without departing from the spirit of the present disclosure. Where applicable, the various hardware components and/or software components set forth herein may be separated into sub-components comprising software, hardware, or both without departing from the spirit of the present disclosure. In addition, where applicable, it is contemplated that software components may be implemented as hardware components, and vice-versa. 
     Software in accordance with the present disclosure, such as program code and/or data, may be stored on one or more computer readable mediums. It is also contemplated that software identified herein may be implemented using one or more general purpose or specific purpose computers and/or computer systems, networked and/or otherwise. Where applicable, the ordering of various steps described herein may be changed, combined into composite steps, and/or separated into sub-steps to provide features described herein. 
     The various features and steps described herein may be implemented as systems comprising one or more memories storing various information described herein and one or more processors coupled to the one or more memories and a network, wherein the one or more processors are operable to perform steps as described herein, as non-transitory machine-readable medium comprising a plurality of machine-readable instructions which, when executed by one or more processors, are adapted to cause the one or more processors to perform a method comprising steps described herein, and methods performed by one or more devices, such as a hardware processor, user device, server, and other devices described herein.