Patent Document

CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to U.S. Patent Application No. 61/859,107, filed Jul. 26, 2013. The patent application identified above is incorporated here by reference in its entirety to provide continuity of disclosure. 
    
    
     BACKGROUND AND SUMMARY OF THE INVENTION 
     It is well known that traditional advertising media such as newspapers, public radio and television has suffered a dramatic decrease in popularity and advertising effectiveness with the advent of the internet and mobile phone technology. Sponsors, therefore, are highly motivated to identify new methods of distributing advertisements in order to create effective brand awareness. As newer technologies such as mobile phones evolve into highly sophisticated two-way communication systems, such technologies can be leveraged to provide trackable advertising impressions and brand awareness by directly displaying advertisements and testimonials to potential customers. 
     Today, consumers can control which advertisements reach them more effectively than in the past. For example, newer technologies like digital video recorders (DVRs) allow users to skip undesirable advertisements. Similarly satellite radio allows users to listen to music without commercials. 
     Consumers are increasingly connected to one another through social networking and spend a large percentage of their time interacting with their social network through their mobile phone and tablet devices. 
     With the declining ability to offer advertisements through traditional broadcast advertising media, this invention provides an advertising system that offers frequent and effective advertising to targeted audiences while immersing the consumers in a mobile social gaming experience. 
     This invention also provides a system in which recipients are drawn to physically interact with retail sponsors, visit store locations and encouraged to make purchases of products while immersed in the gaming experience. 
     This invention provides a gaming venue for an advertiser to offer an advertising campaign to one or more social communities. 
     Other advantages and aspects of the invention will become apparent upon reading the following disclosure. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a block diagram of a preferred embodiment of a social game system for advertising. 
         FIG. 2  is a flowchart of a preferred embodiment of a method for advertising using a social game system. 
         FIG. 3  is a flowchart of a preferred embodiment of a social game in a social game system for advertising. 
         FIG. 4  is a sequence diagram of an advertising campaign set up. 
         FIG. 5  is a sequence diagram of a participant sign-up, login and settings. 
         FIG. 6  is a sequence diagram of participant game interactions. 
         FIG. 7  is a sequence diagram of pending games interaction. 
         FIG. 8  is a sequence diagram of completed games interaction. 
         FIG. 9  is a sequence diagram of available games interaction including joining an available game. 
         FIG. 10  is a sequence diagram of active game participation. 
         FIG. 11  is a sequence diagram of further active game participation. 
         FIG. 12  is a flowchart of a preferred embodiment of confirming a tag. 
         FIG. 13  is a sequence diagram of obtaining permits. 
     
    
    
     DETAILED DESCRIPTION 
     While the making and using of various embodiments of the present disclosure are discussed in detail below, it should be appreciated that the present disclosure provides many applicable inventive concepts that can be embodied in a wide variety of specific contexts. The specific embodiments discussed herein are merely illustrative of specific ways to make and use the invention and do not delimit the scope of the invention. 
     It will be appreciated by those skilled in the art that aspects of the present disclosure may be illustrated and described herein in any of a number of patentable classes or context including any new and useful process, machine, manufacture, or composition of matter, or any new and useful improvement thereof. Therefore, aspects of the present disclosure may be implemented entirely in hardware, entirely in software (including firmware, resident software, micro-code, etc.) or combining software and hardware implementation that may all generally be referred to herein as a “circuit,” “module,” “component,” or “system.” Further, aspects of the present disclosure may take the form of a computer program embodied in one or more computer readable media having computer readable program code embodied thereon. 
     Any combination of one or more computer readable media may be utilized. The computer readable media may be a computer readable signal medium or a computer readable storage medium. For example, a computer readable storage medium may be, but not limited to, an electronic, magnetic, optical, electromagnetic, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples of the computer readable storage medium would include, but are not limited to: a hard disk, a random access memory (“RAM”), a read-only memory (“ROM”), an erasable programmable read-only memory (“EPROM” or Flash memory), an appropriate optical fiber with a repeater, a portable compact disc read-only memory (“CD-ROM”), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. Thus, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. 
     A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. The propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable signal medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, or any suitable combination thereof. 
     Computer program code for carrying out operations for aspects of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++, C#, .NET, Objective C, Ruby, Python SQL, or other modern and commercially available programming languages. 
     Aspects of the present disclosure are described with reference to flowchart illustrations and/or block diagrams of methods, systems and computer program products according to embodiments of the disclosure. It will be understood that each block of the flowchart illustrations and/or block diagrams, and combinations of blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable instruction execution apparatus, create a mechanism for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks. 
     These computer program instructions may also be stored in a computer readable medium that when executed can direct a computer, other programmable data processing apparatus, or other devices including phones and tablet devices to function in a particular manner, such that the instructions when stored in the computer readable medium produce an article of manufacture including instructions which when executed, cause a computer to implement the function/act specified in the flowchart and/or block diagram block or blocks. The computer program instructions may also be loaded onto a computer, other programmable instruction execution apparatus, or other devices to cause a series of operational steps to be performed on the computer, other programmable apparatuses or other devices to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide processes for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks. 
     The present disclosure provides a method and apparatus for delivering a mobile social game experience that provides a benefit to a set of advertisers to reach multiple social communities with a compelling message and further provides a benefit to the consumer of enhancing their relationships in their social community by immersing them in a game experience with their friends. 
     Referring to  FIG. 1 , an intermediary system  105  including a database  112  is connected to a network  110 . One or more consumer devices  125  are connected to the network, each consumer device equipped with at least a GPS location device  131 , a camera  133  and application  132  operated by the local operating system of the consumer device. Application  132  includes a set of instructions, that when executed by a local processor of the consumer device, carry out steps of methods described below. Other steps of the methods are carried out by a set of instructions executed on the intermediary system. 
     One or more sponsors  115  are connected to network  110 . Each sponsor is associated with a set of sponsor locations that provide physical venues for playing a set of games, gathering permits related to the games, and redeeming rewards related to the games as described below. 
     Referring to  FIG. 2 , a method for advertising  200  through social networks is disclosed. At step  202 , a game is designed including a set of rules, a number of participants, a profile for participants, a set of sponsors and a set of sponsored locations, a “skin” for the game, and methods for obtaining rewards. In a preferred embodiment, the set of rules include rules for organizing and equipping participants at one or more sponsored locations to interact with each other while playing the game and while receiving compelling rewards related to an advertising campaign. The “skin” encompasses the graphic design of the game, designed in conjunction with the advertising campaign, for displaying game information on the application on the consumer devices and for displaying information related to the game at the sponsored locations. 
     At step  204 , an advertising campaign is generated for a mobile social game. The advertising campaign includes a set of graphics and textual information such as logos, branding images, websites designs and the like. The advertising campaign also includes a set of rewards and a set of game rules for incentivizing and receiving rewards during a game. Further, the advertising campaign includes a selection of sponsored locations for carrying out a game and coupons for use with an immediate purchase at a sponsor location while playing the game. 
     In a first embodiment, there is a one sponsor for one game. The one game may have multiple designs, repeated and implemented multiple times with varying advertising content. In a second embodiment, there are multiple sponsors for one game and the game may be repeated with multiple designs, varying advertising content and various rules and skins. In a third embodiment there are multiple sponsors for multiple games with multiple game designs. In a fourth embodiment, there are multiple games with multiple game designs for one sponsor. The first embodiment is used as the example embodiment in this disclosure; however, the invention should not be limited by this example embodiment. 
     At step  206 , the game from step  204  is syndicated and shared by the sponsor, the participants and their social communities. The sponsors share the invitations to their existing social media forums and otherwise advertise the game through conventional media. Participants are encouraged to share invitations to play the game as they sign up and interact with the game. This process is simplified by having participants connect the game to their social networks during a sign up process. Rewards related to the playing of the game or related to sponsored products can be distributed at sign-up to encourage participants to share invitations. Advertisements and immediate rewards are made available during the game as the participants interact using their consumer devices. 
     In some situations, the intermediary will automatically post announcements on the participant&#39;s social network, for example, at sign-up and during a game when certain actions occur and/or rewards are earned. 
     At step  208 , the game is executed by the intermediary. The set of consumer devices interact with each other during the game by communication events distributed by the intermediary. The intermediary tracks the location, points, a set of rewards, a winning participant and game related statistics of each participant and confirms actions, awards points, delivers messages and generally executes all the features of the game through communication with the set of consumer devices using the application. 
     At step  210 , the intermediary communicates the set of rewards to game participants through the application. The rewards include redeemable digital coupons. Rewards are delivered during and after the game according to the rules of the game. 
     Referring to  FIG. 3 , a method  300  of a preferred embodiment of a game is described. At step  302 , at least a participant and a target are enabled to play the game. To enable the participant, the application is installed on the consumer device associated with the participant and the participant may be provided an initial number of “permits” to play and a set of instructions to receive additional “permits” as will be further described below. The “target,” which is another participant, is similarly enabled. 
     In an alternate embodiment, the target may be any physically locatable object, which can be enabled, for example by integrating a Quick Reference (“QR”) code, Universal Product Code (“UPC”), barcode or other digitally recognizable feature, cross referenced to the consumer device&#39;s physical location as known through its internal GPS signal into an actual object or a display of an object. 
     At step  304 , the intermediary tracks the location of the participant and the location of the target to determine if the participant and the target become “collocated.” “Collocation” is defined in the rules of the game. In one embodiment, collocation is defined as being within a predetermined physical proximity, for example, a 100 foot radius, at the same time. In an alternate embodiment, collocation means traversing along the same path within a predefined time frame. In one embodiment, the GPS devices of the consumer devices associated with the participant and target is required to report their respective locations to the intermediary during the game. In an alternate embodiment, the locations of the participants may be determined by participant self-reporting a physical location, such as transmitting longitude and latitude data or transmitting a photograph of a landmark or a QR code, to the intermediary 
     At step  306 , as the game progresses, the participant receives location information from the intermediary advising the participant of the proximity of the target. Similarly, the target receives location information advising the target of the proximity of the participant. Upon collocation, the intermediary further advises both the participant and the target of the collocation. 
     At step  308 , a “tag” event occurs between the participant and the target. The “tag” event occurs when the participant sites the target, indicates a “tag” on their consumer device and snaps a photo of the target. The target is sent a message from the intermediary indicating the “tag”. 
     At step  310 , the “tag” is confirmed by the participant by sending the photo to the intermediary. The target is provided an opportunity to challenge the “tag.” If not challenged, the tag is “confirmed.” 
     At step  312 , the “tag” is rewarded by assigning points to the participant based on a point value assigned to the target. Target point value can be different for each participant or the same for all participants based on the rules of the game. At the end of the game, the points are tallied for all the participants of the game and a winner is decided. The winner receives additional rewards based on the number of “tags” made and number of points accumulated. 
     Referring to  FIG. 4 , a sequence diagram is disclosed for a method to set up an advertising campaign. The method involves sponsor  403 , intermediary  405  and database  401 . At step  410 , the sponsor initiates a login authentication with the intermediary through a web server. The sponsor operates a web client such as a web browser. At step  412 , the intermediary authenticates with the sponsor based on a previously agreed set of credentials. At step  414 , intermediary displays an advertiser tool for setting up advertising materials. At step  416 , the sponsor uploads a set of ad graphics and text to support the advertising campaign. At step  418 , the intermediary stores the ad graphics and text to the database. 
     At step  420 , the intermediary displays a game design dashboard on a webpage for the sponsor, including a setting of selections through interactive buttons and dialogs. At step  424 , the sponsor selects a set of sponsor locations for loading permits. At step  426 , the sponsor selects a set of sponsor locations for hosting game events. 
     At step  428 , the sponsor selects a set of game rules from a predefined set of game rules. An example of a game rule is to allow dynamic adjustment of a participant&#39;s target points or place a “bounty” on a participant based on the participant&#39;s location, rank, social reach or accumulated points. At step  430 , the sponsor selects a set of game rewards including when and how the rewards are to be distributed. Rewards can be distributed during many different times in a game experience, for example, at the time of joining the game, at the time of scoring a “tag”, at the time of entering the sponsor locations, and at the end of the game. 
     At step  432 , the sponsor selects game graphics. In selecting graphics, a “skin” for the game is selected. A “skin” represents a design theme that is downloaded and installed onto the application of the consumer device which gives a game a particular aesthetic appearance. Also, the sponsor selects the placement of particular images in different aspects of the game. For example, the sponsor chooses a branding image for the game and a logo for the “tag” photos. 
     At step  440 , the intermediary collects the selections made by the sponsor and stores the various game attributes, sponsor locations, game rules, rewards and graphics into the database. 
     Referring to  FIG. 5 , a sequence diagram is disclosed for a method for participant sign-up, login and settings process. The method involves participant  502 , intermediary  505  and database  501 . Participant  502  is a consumer device operated by a consumer. At step  507 , the participant engages in a “sign-up” on a web page served by the intermediary where information is gathered or through a mobile app store. At step  508 , the intermediary processes the information, including login credentials from the participant. At step  510 , the application is downloaded to the participant and, at step  511 , is executed. At step  512 , the application checks the consumer device to make sure the GPS is enabled. If the GPS is not enabled, a message is displayed to the participant to agree to have GPS turned on. Also, step  512  is performed at any time the participant selects to execute the application and engage in the game experience. 
     At step  513 , the participant logs in to the intermediary, using the application, with the set of login credentials. At step  514 , the intermediary validates the set of login credentials. Steps  513  and  514  may be automatic following step  511 . 
     Once logged in, at step  516 , a display settings page is presented to the participant. At step  517 , a set of profile information is selected by the participant. The set of profile information includes demographic data for the consumer and general information required to match the consumer with various game opportunities. At step  518 , the set of profile information is stored in the database. 
     At step  520 , the participant selects a set of social media sites and connects them to the application by supplying a set of login credentials. At step  522 , the set of login credentials is stored in the database. 
     At step  524 , the database stores permit data for tags and points data accumulated from games over time as the consumer participates in games. At step  526 , the permit data and points data is used by the intermediary during a game. At step  528 , the permit data and points data is transferred to the participant and displayed. 
     At step  530 , the database stores rewards accumulated from games over time as the consumer participates in games. At step  532 , the rewards data is used by the intermediary during a game. At step  534 , the rewards data is transferred to the participant and displayed in a list. 
     At step  536 , the participant selects a reward from the list and a set of detail reward information is displayed. At step  538 , the participant deletes a reward. The reward is no longer available to be redeemed and removed from the intermediary system and database or flagged as abandoned. At step  540 , the participant selects a reward to be redeemed and the reward data and GPS information is sent to the intermediary. At step  541 , the reward is validated by checking a set of conditions configured with the reward by the sponsor including, but not limited to, a time window condition and a location condition. The participant&#39;s location (GPS) is checked to match a location condition. The time is checked to be in a matching time window for validity. If validated, then at step  542 , the intermediary generates a coupon and a barcode. At step  544 , the coupon and barcode are displayed by the participant. At step  546 , the barcode is scanned to receive the reward, for example, a sponsor barcode scanner at a point of sale scans the barcode so the consumer can purchase an item using the coupon. 
     Referring to  FIG. 6 , a sequence diagram is disclosed for a method for managing multiple games. The method involves intermediary  605  having a database  601  interacting with a participant  602 . At step  608 , participant executes the application and the GPS capability is checked. At step  610 , participant  602  performs a login with intermediary  605  where at step  612 , intermediary authenticates the login credentials. 
     At step  614 , database  601  continuously accumulates active game data for all participants in all active games. At step  616 , the participant selects to view active games. At step  618 , intermediary retrieves a list of active games and the active game data from the database and at step  620 , the intermediary forwards, to the participant for display, the list of active games in which the participant is involved along with the active game data. 
     At step  622 , the participant selects an active game and interacts with other participants in the active game. During the interaction (step  626 ) the intermediary sends and receives game data including “tags” and messages related to “tags.” At step  628 , the intermediary forwards the game data to the participant for display. 
     For games that are pending to start, the database at step  630 , accumulates a list of pending games and associated pending game data. At step  632 , participant  602  selects to view pending games. At step  634 , intermediary  605  retrieves the list of pending games for which the participant has joined and the associated pending game data. At step  636 , the intermediary forwards, to the participant for display, the list of pending games for the participant and the associated pending game data. 
     As each game finishes, at step  640 , the database continuously archives completed game data including rankings, statistics, winner information and reward information. At step  642 , participant  602  selects to view completed games. At step  644 , the intermediary retrieves the completed game data for the participant from the database and at step  646 , forwards the completed game data to the participant for display. 
     The participant is provided an opportunity to join available games. At step  650 , the database accumulates new games as they are specified by sponsors and placed on a schedule. At step  652 , participant  602  selects to view a set of available games. At step  654 , the intermediary retrieves a list of available games and available game information from the database. At step  656 , the intermediary determines a list of available games in which the participant is eligible to participate. For example, the sponsor may include a game profile with a new game. At step  657 , the game profile is checked against the participant&#39;s profile to determine if there is sufficient match. In another example, a particular game may require that the participant complete a prerequisite game to be eligible. At step  658 , the intermediary forwards, to the participant for display, the list of available games in which the participant is eligible to participate. 
     Referring to  FIG. 7 , a sequence diagram is disclosed for a method for managing pending games. The method involves intermediary  705  having a database  701  interacting with a participant  702 . The method assumes that the participant has logged in with the intermediary and has selected to view pending games as in step  636 . Then, at step  708 , participant  702 , selects to display detailed pending game information for a pending game which includes the ability to cancel the pending game, get permits for the pending game and share the pending game. 
     At step  710 , the participant chooses to cancel the pending game and at step  712 , the intermediary removes the participant from the pending game. 
     At step  716 , the participant selects to “get permits”. A permit is a permission to “tag” another participant during a game. Permits may be game specific or they may be general. The participant must accumulate permits prior to and during a game, in order to “tag” others and fully participate in the game. If the participant runs out of permits, then he/she can no longer tag others, however, he/she can be tagged by others. Permits are obtained by visiting locations and following a prescribed process as explained in more detail below. 
     At step  718 , the intermediary retrieves a list of permit locations for the pending game. At step  720 , the intermediary requests and receives GPS coordinate information from the participant. At step  722 , the intermediary filters the list of permit locations based on the GPS coordinate information, sorting the list in order of proximity to the participant. At step  724 , the list of permit locations is displayed for the participant and an option to view a map of the permit locations is provided. If the participant chooses to do so, at step  726 , a map of the permit locations is displayed for the participant. Additional information can be included with the list of permit locations, such as the number of permits available per location, time limits and any other restrictions that may apply in order to obtain permits. 
     At step  730 , the participant selects to share the pending game with another participant. At step  732 , the intermediary retrieves the set of credentials for social media sites to which the participant is connected. At step  734 , the participant creates an invitation message to join the game, including an icon or logo associated with the game. The participant further selects a social media site and forwards the message to the intermediary. The intermediary, at step  736 , then posts the invitation message to at least one selected social media site. 
     Referring to  FIG. 8 , a sequence diagram is disclosed for a method for managing completed games. The method involves intermediary  805  having a database  801  interacting with a participant  802 . The method assumes that the participant has logged in with the intermediary and has selected to view completed games as in step  646 . At step  808 , participant  802 , selects to display detailed completed game information for a completed game which includes the ability to get details about the completed game, redeem rewards from the completed game and share information about the completed game. 
     At step  810 , the database accumulates information about all games as the complete, including statistical information such as points, ranking, “tags” made and unused permits. At step  812 , the participant selects to view details about the completed game. At step  814 , a set of statistics for the completed game is retrieved by the intermediary from the database and forwarded to the participant. At step  816 , a branding image associated with the completed game is displayed for the participant. At step  818 , a list of players who participated in the game is also displayed. At step  820 , the ranking and a photo for each player in the list of players is also displayed. At step  822 , a list of “tags made” by the participant is displayed for the participant, and if a “tag made” is further selected, then at step  824 , details about that tag event is also displayed. For example, the target&#39;s photo is displayed. 
     At step  830 , the participant selects to view rewards obtained during the completed game. At step  832 , the database archives the rewards obtained by all the participants for each completed game. At step  834 , the intermediary retrieves rewards data for the completed game and forwards the rewards data to the participant. At step  836 , the participant displays the rewards data including a list of rewards. 
     At step  838 , the participant selects a particular reward in the list of rewards to view in detail. At step  840 , the participant selects to save the particular reward. Upon saving the particular reward, the intermediary, at step  842 , archives the saved reward in the database for later retrieval by the intermediary and participant for redemption. 
     At step  844 , the participant selects to immediately redeem the particular reward and reward data is sent to the intermediary along with the current GPS coordinates. At step  845 , the reward is validated by checking a set of conditions designed with the reward by the sponsor including, but not limited to, a time window condition and a location condition. The participant&#39;s location (GPS) is checked to match a location condition. The time is checked to be in a matching time window for validity. If validated, then at step  846 , the intermediary generates a coupon and a barcode. At step  848 , the coupon and barcode are displayed by the participant. At step  850 , the barcode is scanned to receive the reward, for example, a sponsor barcode scanner at a point of sale scans the barcode so the consumer can purchase an item using the coupon. 
     Referring to  FIG. 9 , a sequence diagram is disclosed for a method for managing and joining available games. The method involves intermediary  905  having a database  901  and interacting with a participant  902 . The method assumes that the participant has logged in with the intermediary and has selected to view available games as in step  652 . At step  908 , participant  902 , selects to display detailed available game information for an available game which includes the ability to join the available game, obtain permits for the available game and share information about the available game. 
     At step  910 , the database accumulates information about all available games as they are created and posted on a schedule by sponsors. At step  912 , the participant selects to view details for an available game. At step  914 , the intermediary retrieves details for the available game including a branding image, statistics and a text description. At step  916 , the intermediary forwards the details of the available game to the participant for display. 
     At step  920 , the participant selects to “get permits” for the available game. At step  922 , the intermediary retrieves a list of permit locations for the available game. At step  924 , the intermediary requests and receives GPS coordinate information from the participant. At step  926 , the intermediary filters the list of permit locations based on the GPS coordinate information, sorting the list in order of proximity to the participant. At step  928 , the list of permit locations is displayed for the participant and an option to view a map of the permit locations is provided. If the participant chooses to do so, at step  930 , a map of the permit locations is displayed for the participant. Additional information can be included with the list of permit locations, such as the number of permits available per location, time limits and any other restrictions that may apply in order to obtain permits. 
     At step  940 , the participant selects to join the available game. At step  940 , the participant can enter any requested participant information, enter special codes that provide additional upfront permits from a reward, or a code that causes them to join a team in a team based game as described below. At step  942 , a confirmation of participation is sent. At step  944 , the intermediary associates the participant with the available game and at step  946 , participant information is stored with the available game. 
     At step  950 , the participant selects to share the available game with another participant, for example, to encourage another participant to join alongside them in the game. At step  952 , the intermediary retrieves the set of credentials for social media sites to which the participant is connected. At step  954 , the participant creates an invitation message to join the available game, including an icon or logo associated with the available game. The participant further selects a social media site and forwards the message to the intermediary. The intermediary, at step  956 , then posts the invitation message to at least one selected social media site. The participant can also invite friends to join via email, text/SMS message invitations. 
     Further to the sharing of pending and available games, in another aspect of the disclosure, teams of participants can be formed. A particular game may include in its rules, that only teams can play the game, where the size and characteristics of the team may be specified. Thus, at steps  950 ,  952 ,  954  and  956 , the application can be put into a “team” mode, whereby the invitations to join are configured with a code, that when shared and then used by the other participants during their join process, causes them to become part of a team. In team mode, the intermediary and the database accumulate team statistics, such as team “tags made,” team points. Team permits can be obtained and shared among the team members. 
     Referring to  FIG. 10 , a sequence diagram is disclosed for a method for participating in an active game. The method involves intermediary  1005  having a database  1001  and interacting with a participant  1002 . The method assumes that the participant has logged in with the intermediary and has selected to view active games as in step  616 . Also, at step  1007  the game is started by the intermediary, updating active game data until the game ends. At step  1008 , participant  1002 , selects to display detailed game information for an active game which includes the ability to pause their play in an active game, obtain permits for the active game and share information about the available game. 
     At step  1010 , the participant selects to pause the active game. At step  1012 , the intermediary temporarily removes the player from the game, freezing all of the players&#39; statistics. At step  1014 , the player selects to play in the active game. The intermediary, at step  1016 , responds by making the player visible to other players and active in the game. 
     At step  1018 , the participant selects to “get permits” for the active game. At step  1020 , the intermediary retrieves a list of permit locations for the available game. At step  1022 , the intermediary requests and receives GPS coordinate information from the participant. At step  1024 , the intermediary filters the list of permit locations based on the GPS coordinate information, sorting the list in order of proximity to the participant. At step  1026 , the list of permit locations is displayed for the participant and an option to view a map of the permit locations is provided. If the participant chooses to do so, at step  1028 , a map of the permit locations is displayed for the participant. Additional information can be included with the list of permit locations, such as the number of permits available per location, time limits and any other restrictions that may apply in order to obtain permits. 
     At step  1030 , the participant selects to share the active game with another participant, for example, to encourage another participant to join alongside them in the game. At step  1032 , the intermediary retrieves the set of credentials for social media sites to which the participant is connected. At step  1034 , the participant creates an invitation message about the active game, including an icon or logo associated with the available game. The intermediary, at step  1036 , then posts the invitation message to at least one selected social media site or sends invitations via email or SMS/text message methods. At step  1038 , the participant enables live game messaging where, at step  1039 , social media messages are created by the intermediary and sent to the social media web site, along with tag event information, photos of participants, advertisements, logos, sign-up requests, voting opportunities and other content. 
     At step  1040 , the participant selects to display the live game, which starts another method on the application, as described in  FIGS. 11 and 12 . 
     In an alternate embodiment, step  1038  is enabled during the sign-up process for the application or during the process of joining an available game. For example, a sponsor may require the enablement in step  1038  in order to join an available game. In another example, the provider of the application may require the enablement of step  1038  in order to download and install the game on the consumer device, in addition to requiring that GPS subsystem be left on in order to play a game. 
     Referring to  FIG. 11 , a sequence diagram is disclosed for a method for playing a game. The method involves intermediary  1105  having a database (not shown) and interacting with a first participant  1101  and a second participant  1102 . The method assumes that both participants have logged in with the intermediary and have selected to engage the live game as in step  1040 . At step  1107 , a game is started, making it a live game continuously updated with live game data and events. At step  1108 , participant  1101  selects to engage in the live game. At step  1109 , participant  1102  also selects to engage in the live game. Other participants may also be involved in the live game, but the actions of two participants suffice to show the game operation. 
     At step  1110 , a set of taggable participants is shown on both devices. Although participant  1101  is not shown on his own device and the same for participant  1102 . 
     At step  1112 , permits information for participant  1101  is shown to participant  1101  and permits information for participant  1102  is shown to participant  1102 . 
     At step  1114 , game leader statistics is shown to both participants. 
     At step  1116 , a set of player statistics is shown to both participants, including ranking, number of tags and number of points. 
     At step  1120 , a branding image from the sponsor is displayed to both participants. 
     At step  1121 , GPS location data is requested by the intermediary from participant  1101  and received. At step  1122 , GPS location data is requested by the intermediary from participant  1102  and received. At step  1125 , the intermediary determines the proximity of each participant to each and every other participant. At step  1130 , the proximity of all the other participants to participant  1101  is displayed for participant  1101 . At step  1132 , the proximity of all the other participants to participant  1102  is displayed for participant  1102 . 
     The participants generally change locations to put themselves into position to snap a picture of the other participants—based on the proximity information. At step  1134 , when participant  1101  is within a certain distance of participant  1102 , a “tag” capability (selectable button) is displayed (or changed color) for participant  1101  to indicate that participant  1102  is in “taggable” range. An alert to this effect is presented to participant  1101 . The alert may be visual, audio or both visual and audio. 
     At step  1136 , when participant  1102  is within a certain distance of participant  1101 , the “tag” capability is displayed for participant  1102  to indicate that participant  1101  is in “taggable” range. An alert to this effect is presented to participant  1102 . 
     At step  1140 , a “tag” event occurs when participant  1101  makes a “tag” of participant  1102  by pressing the selectable “tag” button and documenting the “tag”, for example, with a photo of participant  1102 . At step  1142 , “tag” information is communicated to the intermediary. At step  1144 , the intermediary accepts the “tag” information and confirms the “tag”. At step  1146 , the number of permits available to participant  1101  is decremented and at step  1148 , the number of points for participant  1101  is incremented, according to a “tag” value for the “tag” event as set by the game rules and any other dynamic rules (e.g., participant  1102  designated for bounty). 
     At step  1150 , the intermediary transmits a message to participant  1102  with the information that participant  1102  has been tagged by participant  1101 . The message includes the photo taken by participant  1101 . At step  1152 , participant  1102  views the message and the photo and if in dispute, at step  1154 , challenges the “tag”. For example, the “tag” may be in dispute if the photo is not of participant  1102  or if participant  1102  “tagged” participant  1101  at nearly the same time. At step  1156 , a process to resolve the challenge takes place in an interaction between the intermediary, participant  1101  and participant  1102 . In order to resolve disputes, at step  1158 , the intermediary receives information about the challenge, sends queries to the participants regarding the challenge, examines timing of the “tag” and so forth as needed. It is also conceived that the intermediary may perform facial recognition on the photo in step  1144  to confirm the “tag” before forwarding the message to participant  1102  at step  1150  and utilize that information in resolving challenges. At steps  1156  and  1158 , the intermediary and the two participants resolve the challenge. Facial recognition may also be used to identify players who may be in a “cloaked” state as participants. 
     At step  1160 , the game ends by concluding a time window or by a particular event occurring in the game. For example, there may be a primary objective of “tagging” an object or person at an undisclosed location (undisclosed to the participants) while the participants are “tagging” one another. When the primary objective is met, the game is ended. At step  1162 , all participants are alerted that the game is over and the intermediary tallies the results of the completed game including “tags” made, points achieved, permits expended, and so forth. 
     Referring to  FIG. 12 , a method  1200  for confirming a tag is shown. At step  1202 , a player is tagged. In the preferred embodiment, the “tag” is initiated when the selectable “tag” button is pressed on a participant&#39;s device. At step  1204 , a camera is activated on the participant&#39;s device. At step  1206 , a photo is taken of the tagged player using the camera. At step  1208 , a confirmation screen is displayed where at step  1210 , the photo of the tagged player and a portion of his/her profile information is displayed. At step  1212 , if the participant chooses, the photo can be retaken (if possible). At step  1214 , a branding logo from a sponsor is presented for placement on the photo and the participant is required to place the branding logo before continuing the method. At step  1216 , the “tag” and “tag” photo are transmitted to the intermediary and stored in the database. In another embodiment, the intermediary may further confirm the “tag” before storing it in the database, for example, by facial recognition. 
     Referring to  FIG. 13 , a sequence diagram is disclosed for a method for obtaining permits. The method involves intermediary  1305  having a database  1301  and interacting with a participant  1302 . The method assumes the participant has logged in with the intermediary and is selecting to engage to get permits as in step  716  of  FIG. 7 , step  920  of  FIG. 9  and step  1018  of  FIG. 10 . At step  1310 , a set of permit locations, QR, UPC or barcode data, permit counts at each location, and rewards associated with each location are stored in the database. This is typically done at the game design and advertising campaign steps of the process. In other embodiments, the permit data of step  1310  can be dynamic and change with time or with game variables. 
     At step  1312 , the participant selects to “get permits” for a game. At step  1314 , the intermediary retrieves a list of permit locations for the available game. At step  1316 , the intermediary requests and receives GPS coordinate information from the participant. At step  1318 , the intermediary filters the list of permit locations based on the GPS coordinate information, sorting the list in order of proximity to the participant. At step  1320 , a branding image for a sponsor of the game is displayed for the participant. At step  1322 , the list of permit locations is displayed adjacent the branding image and an option to view a map of the permit locations is provided. At step  1324 , a map of the permit locations is displayed. In the preferred embodiment, the participant can switch between a map view and a list view of the permit locations. 
     At step  1326 , for those permit locations that are in close proximity a selectable alert is displayed. Close proximity is defined as within close enough distance to validate the permit. The steps that follow validate the permit. 
     At step  1328 , the selectable alert is selected and a camera is activated on the participant device. At step  1330 , a QR, UPC or barcode data is displayed by a sponsor at a location and associated with the permit location in the database. At step  1332 , an image of the QR, bar or UPC code is scanned by the camera and displayed for the participant to accept. Once accepted, at step  1334 , the image of the QR code is transmitted to the intermediary. At step  1336 , the intermediary requests and receives GPS coordinate information from the participant. 
     At step  1338 , the intermediary processes the QR code and validates for being collocated with the participant in the correct time window. A granted permit is created with permit data including the participant, the location, a permit count, an associated game, and a reward if available. If a reward is available for this permit location, at step  1340 , the reward is customized for the participant. At step  1342 , permit data for the granted permit is transmitted to the database and at step  1344  stored in the database with the participants information. 
     At step  1346 , a permit confirmation is sent to the participant. If a reward is available, then at step  1348  the reward is sent to the participant and made available for immediate redemption. A branding logo for the sponsor is included with the reward. 
     At step  1350 , the participant selects to immediately redeem the particular reward and reward data is sent to the intermediary along with the current GPS coordinates. At step  1351 , the reward is validated by checking a set of conditions designed with the reward by the sponsor including a time window condition and a location condition. The participant&#39;s location (GPS) is checked to match a location condition. The time is checked to be in a matching time window for validity. If validated, then at step  1352 , the intermediary generates a coupon and a barcode. At step  1354 , the coupon and barcode are displayed by the participant. At step  1356 , the barcode is scanned to receive the reward, for example, a sponsor barcode scanner at a point of sale scans the barcode so the consumer can purchase an item using the coupon. 
     The method of  FIG. 13  uses a QR code combined with GPS coordinates of the participant for validating the collocation of the participant at a sponsor location. There are many other possible means of collocation that are suitable. For example, a UPC code combined with the GPS coordinates, a bar code combined with GPS coordinates, or a picture of a unique object known to be at the sponsor location combined with GPS coordinates. 
     The embodiments presented in this disclosure are intended to provide implementable examples of the present invention, but are not intended to limit the present invention. For instance, the consumers may interact with their gaming information through a web interface on a non-portable computer; however, the physical gaming functions of “tagging” would obviously not be enabled. On the other hand, a consumer may interact with multiple games at one time through their special interface, simultaneously obtaining all of the information and functionality for each and every game as described herein. Furthermore, it should be understood that the intermediary can be hidden, in the sense that the participants need not be aware that data is flowing to and from the intermediary, particularly while authenticating. The nature of the rewards, coupons, game rules, number of sponsors involved in a game and number of participants involved in a game, among other such details presented in the example embodiments and disclosed here, is not limited by this disclosure.

Technology Category: 1