US20110230256A1 - System and method for delivering electronic media content on a multi-level basis - Google Patents

System and method for delivering electronic media content on a multi-level basis Download PDF

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Publication number
US20110230256A1
US20110230256A1 US12/728,244 US72824410A US2011230256A1 US 20110230256 A1 US20110230256 A1 US 20110230256A1 US 72824410 A US72824410 A US 72824410A US 2011230256 A1 US2011230256 A1 US 2011230256A1
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Prior art keywords
electronic media
media content
game
electronic
portions
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US12/728,244
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Ammar Adra
Adrian Gluck
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Digital Interactive Systems Corp
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Digital Interactive Systems Corp
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Priority to US12/728,244 priority Critical patent/US20110230256A1/en
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Publication of US20110230256A1 publication Critical patent/US20110230256A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels

Definitions

  • the present invention relates generally to a system and method for increasing purchases, customer retention and customer satisfaction related to the purchase of electronic media content, including, but not limited to, video games. More specifically, the present invention relates to a system and method for offering and delivering electronic video games in sequential portions, i.e. sequential levels or sets of levels, where a customer initially purchases only a first level, or levels, of the game and the next sequential levels are purchased after they have completed the level, or levels, that they have already purchased. In this manner, the cost of the initial purchase is reduced while customer satisfaction is increased for the overall media experience.
  • Electronic media content is intended to mean media content delivered in electronic format, which includes, but is not limited to video games, movies, music, books, magazines, etc. Although video games are the primary target of this particular invention, the concepts can be applied to other electronic media content that may be amenable to division into sequential portions, levels, or sets of levels.
  • Electronic formats include, but are not limited to, compact discs (CD's), Digital Video Discs (DVD's), ROM cartridges, as well as, rewritable flash memory devices, such as memory cards, USB memory devices, etc.
  • Such systems include, but are not limited to, traditional game consoles (such as Sony PlayStation (Sony and PlayStation are registered trademarks of Sony Corporation) or Microsoft XBOX 360 (Microsoft and XBOX 360 are registered trademarks of Microsoft Corporation)), personal computers, over the internet through web browsers, portable wireless game devices (such as Sony PSP (Sony and PSP are registered trademarks of Sony Corporation) or Nintendo DS (Nintendo and DS are registered trademarks of Nintendo of America, Inc.), and cell phones.
  • traditional game consoles such as Sony PlayStation (Sony and PlayStation are registered trademarks of Sony Corporation) or Microsoft XBOX 360 (Microsoft and XBOX 360 are registered trademarks of Microsoft Corporation)
  • personal computers over the internet through web browsers
  • portable wireless game devices such as Sony PSP (Sony and PSP are registered trademarks of Sony Corporation) or Nintendo DS (Nintendo and DS are registered trademarks of Nintendo of America, Inc.
  • Nintendo DS Nintendo and DS are registered trademarks of Nintendo of America
  • Playstation and XBOX utilize DVD-rom discs (each having a different format), whereas Nintendo DS, which is a portable system, uses smaller ROM cartridges or memory cards.
  • the general distribution concept is the same.
  • a user wants a new game to use on their game system, they purchase a boxed or downloadable version of a “complete” video game.
  • a limited demonstration (demo) version of a game that can be tried for free, but when the consumer decides to purchase the game, it is sold as a complete package for a substantial sum of money.
  • the cost of a video game can represent a significant investment.
  • video games are distributed as “complete” version of the game under a single title.
  • the video game may include 20-30 sequential levels for the player to complete. As players accumulate enough points or complete various required tasks, they complete a level and are permitted to pass to the next level.
  • a problem with this method of distribution is that many consumers do not complete all of the levels within the game title that they purchased. Often they get bored with the game, do not have sufficient time to dedicate to playing the game or simply decide that they do not like the game. As a result, a purchaser pays $50-$60 for a game that is only played for a few days or that is not liked or that is never completed.
  • the present invention provides a system and method of distributing video games, and other electronic media, which divides the media into discrete portions for individual sale and distribution.
  • the video game, or other electronic media is broken down into discrete portions that are each individually available for sale.
  • a consumer purchases the first portion of the video game that contains, for example, the first level of the game. The purchase price is reduced as compared to the cost of the entire game.
  • the consumer can then buy the next level for an additional incremental sum of money.
  • the system can provide key codes generated at the completion of one level, to open the next level. In this manner, the general public cannot purchase and play the final portions of the game without first having completed the beginning portions.
  • Sale of the discrete media portions can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads. Alternately, levels or groups of levels can be combined for sale as a set in different media packages. For example, if the game contains 15 levels, the game could be divided into 3 sets of levels, i.e. 1-5, 6-10, and 11-15 in three different media packages.
  • the initial media set such as a CD, or downloaded data file, may contain the entire game, and a consumer would then buy key codes on an incremental basis to open the sequential portions of the game.
  • the system and method of the present invention allows a consumer to purchase only the portions of the video game that they will actually use.
  • a consumer will have a higher degree of customer satisfaction because they are only paying for the portion of the game that they have the time or attention span to play and therefore are not spending a larger sum of money for a full set of levels that they will never use.
  • FIG. 1 is an illustration of a first embodiment of a multi-level video game divided into 3 discrete electronic media packages, each containing 1 level;
  • FIG. 2 is another illustration thereof showing the multi-level video game divided into 3 discrete electronic media packages, each containing 5 levels.
  • FIG. 3 is an illustration of a second embodiment of a multi-level video game wherein all levels of the complete game are included in a single electronic media package;
  • FIGS. 4 and 5 are illustrations of multiple key codes used to unlock sequential levels of the complete game as illustrated in FIG. 3 ;
  • FIG. 6 is a schematic illustration of a network used to distribute electronic media content and key codes according to the teachings of the present invention.
  • FIG. 7 is a diagram illustrating a method of distributing electronic media content as described in the first embodiment as shown in FIGS. 1 and 2 ;
  • FIG. 8 is a diagram illustrating a method of distributing electronic media content as described in the second embodiment as shown in FIGS. 3-5 ;
  • FIG. 9 is a diagram illustrating an alternate method of distributing electronic media content as described in the second embodiment as shown in FIGS. 3-5 .
  • the instant invention provides a unique and novel system for delivering electronic media content to consumers in sequential portions.
  • the core concept of the invention as taught herein is to divide the electronic media content into discrete portions, and then deliver the discrete portions to the consumer on various electronic media formats through traditional marketing channels.
  • the object, from a marketing standpoint is to offer the preliminary portions of the electronic media content to the consumer at a reduced price opening up a new customer base, and then based on the desires of the consumer, to provide the subsequent portions to the consumer as wanted for additional sales.
  • electronic media content is intended to mean media content delivered in electronic format, which includes, but is not limited to video games, movies, television programs, music, books, magazines, etc. While it should be understood that video games are the primary target of this particular invention, the concepts can be applied to any electronic media content that may be amenable to division into sequential portions, levels, or sets of levels.
  • “electronic media formats” include, but are not limited to, compact discs (CD's), Digital Video Discs (DVD's), ROM cartridges and ROM cards, as well as rewritable flash memory devices, such as flash memory cards, flash USB memory devices, etc.
  • CD's compact discs
  • DVD's Digital Video Discs
  • ROM cartridges read-only memory cards
  • flash memory cards such as compact disc cards, flash USB memory devices, etc.
  • Other types of electronic formats not yet developed should also be included as part of this definition.
  • the present invention provides a system and method of distributing video games, and other electronic media, which divides the media into discrete portions for individual sale and distribution.
  • the multi-level video game 10 is broken down into discrete portions (discrete electronic media packages) 12 , 14 , 16 that are each individually available for sale.
  • discrete electronic media packages discrete electronic media packages
  • the video game 10 is broken down into three discrete levels, each of which is fixed in a respective “electronic media package” 12 , 14 , 16 .
  • the “electronic media packages” comprise separate DVD-Rom discs that are packaged and labeled for individual sale.
  • the media format is not critical to the method, only that the discrete portions are available for separate delivery.
  • groups of levels can be combined for delivery as a set in different media packages.
  • the game 10 A contains 15 levels, the game could be divided into 3 sets of levels, i.e. 1-5, 6-10, and 11-15 in three different media packages 18 , 20 , 22 .
  • a consumer purchases the first portion of the video game (electronic media content) that contains, for example, the first level of the game.
  • the purchase price is reduced as compared to the cost of the entire game.
  • the first incremental level, or set of levels is completed by the consumer, they can, if they desire to continue playing the game, then buy the next level or set of levels, for an additional incremental sum of money.
  • the electronic media packages can be provided with additional integrated software to provide and/or accept key codes that are generated at the completion of one level, to open the next level.
  • the game software will generate a key code 24 at the completion of the purchased level. The consumer will retain this code 24 , and then must enter this code 24 at the beginning of play of the next level. In this manner, the general public cannot purchase and play the final portions of the game 10 without first having completed the beginning portions. Sale of the discrete media portions 12 , 14 , 16 or 18 , 20 , 22 can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads. The dollar value of the sales using this type of system may be slightly higher if the total dollar value of the incremental portions exceeds that price of the game if purchased as a complete game.
  • the initial media set 25 may contain the entire game content 10 B, and a consumer would then enter key codes 26 , 28 , 30 on a sequential basis to open the sequential portions of the game 10 B.
  • a separate key 26 , 28 , 30 is required to access the content of the different portions of the game 10 B.
  • the first key 26 would be provided with the sale of the media package 25 .
  • the initial key code 26 can be printed on the packaging or on the disk or cartridge itself, or can be provided on a card included in the packaging.
  • Cards containing key codes can be activated through retail stores or online retail merchants, similar to existing gift card systems. Subsequent key codes can be purchased through retail outlets, by telephone, or online, and can be embodied on a card or be sent by email or other secure methods.
  • a consumer purchases a single electronic media package 25 , DVD-Rom for example, that contains the entire media content of the game 10 B.
  • the electronic media package 25 includes the first key code 26 to access the first portion of the game (level or set of levels).
  • the first incremental level, or set of levels is completed by the consumer, they can, if they desire to continue playing the game, then buy another key code 28 to access the next sequential portion of the game, for an additional incremental sum of money.
  • key codes can be verified online, and may be used only once.
  • the electronic media package 25 can be provided with integrated software to provide and/or accept key codes 32 (completion codes) that are generated at the completion of one level, to open the next level.
  • key codes 32 (completion codes) that are generated at the completion of one level, to open the next level.
  • the game software will generate a key code 32 at the completion of the purchased level. The consumer will retain this completion code 32 , and then must enter this code 32 along with the purchase key code 28 , at the beginning of play of the next level. In this manner, the general public cannot purchase and play the final portions of the game without first having completed the beginning portions.
  • Sale of the complete “electronic media package” 25 can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads.
  • the dollar value of the sales using this type of system may also be slightly higher if the total dollar value of the codes 26 , 28 , 30 for the incremental portions exceeds the price of the game if purchased as a complete game.
  • the methods as described herein are preferably implemented on a computer network system that includes a network backbone 100 , a content server 102 , a key generator 104 , and at least one user game platform device 106 .
  • the user game platform 106 may comprise a game console 106 A, such as XBOX 360TM, that may, or may not be connected to the network 100 . When connected, the game console 106 A may have a wired or wireless connection to the computer network 100 .
  • the user game platform 106 may also comprise a portable game device 106 B, such as a Nintendo DS, or Apple iTouch (Apple and iTouch are trademarks of Apple, Inc.), or PlayStation Portable, or a digital music player, such as an Apple iPod (iPod is a trademark of Apple, Inc.), that may, or may not be connected to the network. When connected, such portable devices 106 B, may have a wired or wireless connection to the computer network 100 .
  • the user game platform 106 may further comprise a personal computer 106 C that may, or may not be connected to the network 100 . When connected, the personal computer 106 C may have a wired or wireless connection to the computer network 100 .
  • the user game platform 106 may also comprise a cell phone 106 D which, for most purposes, will be connected by a wireless modem connection through a separate cell phone network 108 to the computer network 100 .
  • the network backbone 100 of the computer network comprises, for purposes of the present invention, the Internet, although the entire system and method as described herein could be used as a completely internal system within an organization, the important aspect being that all of the network devices be linked through a common backbone or hub. It should be further understood that the network backbone is intended to include all types of computer and communication networks, such as satellite networks, cable networks, public telephone networks, or any other form of computer or communication network that can carry data.
  • the content server 102 is identified as a computer system owned and operated by an entity intending to deliver electronic media content by means of downloadable electronic data files.
  • the content server 102 is typically operated and maintained by the game console manufacturer or the video game software developer. Delivery/merchant software running on these content servers 102 is of the type known in the art for distributing electronic media.
  • Brick and mortar retail stores 110 , and online retail stores 112 while providing outlets to purchased boxed media packages, are also connected to the network to provide for content download and access to key codes for purchase.
  • Most game platforms 106 including cell phones 106 D, having the ability to access the computer network 100 include software which allows the user to browse for available downloads, purchase and pay for the content, and to receive the content through the network.
  • Such software is already known in the art.
  • the present invention simply provides for the ability to access, download and pay for electronic media content in sequential portions.
  • the system and method of the present invention allows a consumer to purchase only the portion of the electronic media content (video game) that they will actually use.
  • the consumer will have a higher degree of customer satisfaction because they are only paying for the portion of the content (game) that they have the time or attention for, and therefore are not spending a larger sum of money for a full set of media that will never be used.
  • the present invention provides a novel system and method of delivering electronic media content, such as video games, that allows a consumer to purchase discrete sequential portions of the game as desired. The consumer makes the decision to purchase the next sequential portions upon completing the previously purchased portions.
  • the instant invention is believed to represent a significant advancement in the art, which has substantial commercial merit.

Abstract

A system and method for delivering an electronic video game allows a consumer to purchase the game in sequential portions. The video game is broken down into incremental portions that are each individually available for sale. A consumer purchases a first portion of the video game that contains the first level, or set of levels, of the game. When the first portion is completed by the consumer, the consumer can then buy the next sequential portion for an additional incremental sum of money. The incremental portions may contain one or more levels. Similarly, the initial purchase vehicle may contain the entire game and a consumer purchases key codes to access subsequent portions of the game.

Description

    BACKGROUND AND SUMMARY OF THE INVENTION
  • The present invention relates generally to a system and method for increasing purchases, customer retention and customer satisfaction related to the purchase of electronic media content, including, but not limited to, video games. More specifically, the present invention relates to a system and method for offering and delivering electronic video games in sequential portions, i.e. sequential levels or sets of levels, where a customer initially purchases only a first level, or levels, of the game and the next sequential levels are purchased after they have completed the level, or levels, that they have already purchased. In this manner, the cost of the initial purchase is reduced while customer satisfaction is increased for the overall media experience.
  • The marketplace for electronic media has experienced tremendous growth over the past decade. For purposes of this application, the term “electronic media content” is intended to mean media content delivered in electronic format, which includes, but is not limited to video games, movies, music, books, magazines, etc. Although video games are the primary target of this particular invention, the concepts can be applied to other electronic media content that may be amenable to division into sequential portions, levels, or sets of levels. Electronic formats include, but are not limited to, compact discs (CD's), Digital Video Discs (DVD's), ROM cartridges, as well as, rewritable flash memory devices, such as memory cards, USB memory devices, etc.
  • As stated above, the marketplace for electronic media content has experienced tremendous growth. In particular, the video game market continues to be a leader in electronic media sales. However, traditional video game distribution models have not changed over the years. In order to continue to maintain strong growth in the video game market, distribution models must adapt to meet different market needs.
  • Generally, in the prior art, there are a variety of different systems through which a person can play video games. Such systems include, but are not limited to, traditional game consoles (such as Sony PlayStation (Sony and PlayStation are registered trademarks of Sony Corporation) or Microsoft XBOX 360 (Microsoft and XBOX 360 are registered trademarks of Microsoft Corporation)), personal computers, over the internet through web browsers, portable wireless game devices (such as Sony PSP (Sony and PSP are registered trademarks of Sony Corporation) or Nintendo DS (Nintendo and DS are registered trademarks of Nintendo of America, Inc.), and cell phones. Each system has its own proprietary electronic format which is unique to that system. For example, Playstation and XBOX utilize DVD-rom discs (each having a different format), whereas Nintendo DS, which is a portable system, uses smaller ROM cartridges or memory cards. However, the general distribution concept is the same. When a user wants a new game to use on their game system, they purchase a boxed or downloadable version of a “complete” video game. Occasionally, there is a limited demonstration (demo) version of a game that can be tried for free, but when the consumer decides to purchase the game, it is sold as a complete package for a substantial sum of money. For children and young adults, the cost of a video game can represent a significant investment.
  • Accordingly, there is a perceived drawback in the prior art distribution model, in that video games are distributed as “complete” version of the game under a single title. For example, when purchasing a typical console video game, the consumer buys a complete copy of an entire video game for approximately $50-$60. The video game may include 20-30 sequential levels for the player to complete. As players accumulate enough points or complete various required tasks, they complete a level and are permitted to pass to the next level. A problem with this method of distribution is that many consumers do not complete all of the levels within the game title that they purchased. Often they get bored with the game, do not have sufficient time to dedicate to playing the game or simply decide that they do not like the game. As a result, a purchaser pays $50-$60 for a game that is only played for a few days or that is not liked or that is never completed.
  • This drawback in the existing distribution scheme has spawned “used” video game distribution channels, where retail video game outlets will exchange used games for credit towards other purchases. These outlets resell the used games at discounted prices, albeit at a profit for the store, and thus allow other consumers access to video games for reduced prices. These used game outlets have opened up a new category of purchasers for video games, i.e. the casual, or occasional, video game player.
  • Accordingly, while the prior art distribution methods for video games has worked for quite some time, there is a perceived need for an improved system and method for distribution of video games, and other electronic media, that allows a consumer to purchase the electronic media on different terms. In particular, the inventors believe that there is a need for a system and method of distributing portions of a video game title, and other electronic media, in an incremental fashion that allows the consumer to pay for only the incremental portion of the product.
  • In this regard, the present invention provides a system and method of distributing video games, and other electronic media, which divides the media into discrete portions for individual sale and distribution. In accordance with the present invention, the video game, or other electronic media, is broken down into discrete portions that are each individually available for sale. A consumer purchases the first portion of the video game that contains, for example, the first level of the game. The purchase price is reduced as compared to the cost of the entire game. When the first incremental level is completed by the consumer, the consumer can then buy the next level for an additional incremental sum of money. The system can provide key codes generated at the completion of one level, to open the next level. In this manner, the general public cannot purchase and play the final portions of the game without first having completed the beginning portions. Sale of the discrete media portions can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads. Alternately, levels or groups of levels can be combined for sale as a set in different media packages. For example, if the game contains 15 levels, the game could be divided into 3 sets of levels, i.e. 1-5, 6-10, and 11-15 in three different media packages.
  • Similarly, the initial media set, such as a CD, or downloaded data file, may contain the entire game, and a consumer would then buy key codes on an incremental basis to open the sequential portions of the game.
  • In this manner, the system and method of the present invention allows a consumer to purchase only the portions of the video game that they will actually use. By implementing the system and method of the present invention, a consumer will have a higher degree of customer satisfaction because they are only paying for the portion of the game that they have the time or attention span to play and therefore are not spending a larger sum of money for a full set of levels that they will never use.
  • It is therefore an object of the present invention to provide a system and method of offering and distributing video games that divides the levels of the game into discrete portions. It is another objection of the invention to allow a consumer to purchase discrete incremental portions of a video game. It is an object of the present invention to provide a system and method of distributing a video game that allows a user to purchase the next incremental portion of a video game upon completion of the previously purchased portion.
  • These together with other objects of the invention, along with various features of novelty that characterize the invention, are pointed out with particularity in the claims annexed hereto and forming a part of this disclosure. For a better understanding of the invention, its operating advantages and the specific objects attained by its uses, reference should be had to the accompanying drawings and descriptive matter in which there is illustrated a preferred embodiment of the invention.
  • BRIEF DESCRIPTION OF THE DRAWING FIGURES
  • In the drawings which illustrate the best mode presently contemplated for carrying out the present invention:
  • FIG. 1 is an illustration of a first embodiment of a multi-level video game divided into 3 discrete electronic media packages, each containing 1 level;
  • FIG. 2 is another illustration thereof showing the multi-level video game divided into 3 discrete electronic media packages, each containing 5 levels.
  • FIG. 3 is an illustration of a second embodiment of a multi-level video game wherein all levels of the complete game are included in a single electronic media package;
  • FIGS. 4 and 5 are illustrations of multiple key codes used to unlock sequential levels of the complete game as illustrated in FIG. 3;
  • FIG. 6 is a schematic illustration of a network used to distribute electronic media content and key codes according to the teachings of the present invention;
  • FIG. 7 is a diagram illustrating a method of distributing electronic media content as described in the first embodiment as shown in FIGS. 1 and 2;
  • FIG. 8 is a diagram illustrating a method of distributing electronic media content as described in the second embodiment as shown in FIGS. 3-5; and
  • FIG. 9 is a diagram illustrating an alternate method of distributing electronic media content as described in the second embodiment as shown in FIGS. 3-5.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • As will hereinafter be more fully described, the instant invention provides a unique and novel system for delivering electronic media content to consumers in sequential portions. The core concept of the invention as taught herein is to divide the electronic media content into discrete portions, and then deliver the discrete portions to the consumer on various electronic media formats through traditional marketing channels. The object, from a marketing standpoint is to offer the preliminary portions of the electronic media content to the consumer at a reduced price opening up a new customer base, and then based on the desires of the consumer, to provide the subsequent portions to the consumer as wanted for additional sales.
  • For purposes of this application, the term “electronic media content” is intended to mean media content delivered in electronic format, which includes, but is not limited to video games, movies, television programs, music, books, magazines, etc. While it should be understood that video games are the primary target of this particular invention, the concepts can be applied to any electronic media content that may be amenable to division into sequential portions, levels, or sets of levels.
  • For purposes of this application, “electronic media formats” include, but are not limited to, compact discs (CD's), Digital Video Discs (DVD's), ROM cartridges and ROM cards, as well as rewritable flash memory devices, such as flash memory cards, flash USB memory devices, etc. Other types of electronic formats not yet developed should also be included as part of this definition.
  • Finally, it should be noted that the preferred embodiment as described herein will specifically make reference to the systems and methods in the context of the delivery of video game content. However, the invention should not be considered to be so limited, and may generally apply to any system or method of delivering any electronic media content.
  • Referring initially to FIGS. 1-5, the present invention provides a system and method of distributing video games, and other electronic media, which divides the media into discrete portions for individual sale and distribution.
  • In accordance with a first embodiment of the invention, the multi-level video game 10, or other electronic media, is broken down into discrete portions (discrete electronic media packages) 12, 14, 16 that are each individually available for sale. Referring to FIG. 1, in a very simple arrangement, the video game 10 is broken down into three discrete levels, each of which is fixed in a respective “electronic media package” 12, 14, 16. As an example, the “electronic media packages” comprise separate DVD-Rom discs that are packaged and labeled for individual sale. As indicated above, the media format is not critical to the method, only that the discrete portions are available for separate delivery.
  • Referring to FIG. 2, in a second embodiment, groups of levels can be combined for delivery as a set in different media packages. For example, if the game 10A contains 15 levels, the game could be divided into 3 sets of levels, i.e. 1-5, 6-10, and 11-15 in three different media packages 18, 20, 22.
  • Turing briefly to FIG. 7, in operation of the system and method, a consumer purchases the first portion of the video game (electronic media content) that contains, for example, the first level of the game. The purchase price is reduced as compared to the cost of the entire game. When the first incremental level, or set of levels, is completed by the consumer, they can, if they desire to continue playing the game, then buy the next level or set of levels, for an additional incremental sum of money.
  • In the context of a marketing and sales system, there is a benefit to having the original seller of the first level of the game receive full or partial sales credit for subsequent purchases of levels or key codes to access subsequent levels. This provides an incentive for retailers to push the sale of the original or first portion of any set of media.
  • As a means of controlling the order of play of the game, the electronic media packages (game software) can be provided with additional integrated software to provide and/or accept key codes that are generated at the completion of one level, to open the next level. Referring to FIG. 7, the game software will generate a key code 24 at the completion of the purchased level. The consumer will retain this code 24, and then must enter this code 24 at the beginning of play of the next level. In this manner, the general public cannot purchase and play the final portions of the game 10 without first having completed the beginning portions. Sale of the discrete media portions 12, 14, 16 or 18, 20, 22 can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads. The dollar value of the sales using this type of system may be slightly higher if the total dollar value of the incremental portions exceeds that price of the game if purchased as a complete game.
  • Referring now to FIGS. 3 and 4, the initial media set 25, such as a CD, DVD-Rom, or downloaded data file, may contain the entire game content 10B, and a consumer would then enter key codes 26, 28, 30 on a sequential basis to open the sequential portions of the game 10B. As can be seen in FIGS. 3 and 4, a separate key 26, 28, 30 is required to access the content of the different portions of the game 10B. It is contemplated that the first key 26 would be provided with the sale of the media package 25. The initial key code 26 can be printed on the packaging or on the disk or cartridge itself, or can be provided on a card included in the packaging. Cards containing key codes can be activated through retail stores or online retail merchants, similar to existing gift card systems. Subsequent key codes can be purchased through retail outlets, by telephone, or online, and can be embodied on a card or be sent by email or other secure methods.
  • Referring briefly to FIG. 8, in operation of the system and method, a consumer purchases a single electronic media package 25, DVD-Rom for example, that contains the entire media content of the game 10B. Once again, the purchase price is reduced as compared to the cost of the entire game. The electronic media package 25 includes the first key code 26 to access the first portion of the game (level or set of levels). When the first incremental level, or set of levels is completed by the consumer, they can, if they desire to continue playing the game, then buy another key code 28 to access the next sequential portion of the game, for an additional incremental sum of money. If the game system is connected to a computer network, key codes can be verified online, and may be used only once.
  • Again, as a means of controlling the order of play of the game, the electronic media package 25 can be provided with integrated software to provide and/or accept key codes 32 (completion codes) that are generated at the completion of one level, to open the next level. Referring to FIG. 9, the game software will generate a key code 32 at the completion of the purchased level. The consumer will retain this completion code 32, and then must enter this code 32 along with the purchase key code 28, at the beginning of play of the next level. In this manner, the general public cannot purchase and play the final portions of the game without first having completed the beginning portions.
  • Sale of the complete “electronic media package” 25 can occur through existing sales channels on existing media formats, i.e. retail boxed media sets, and online downloads. The dollar value of the sales using this type of system may also be slightly higher if the total dollar value of the codes 26, 28, 30 for the incremental portions exceeds the price of the game if purchased as a complete game.
  • While it is certainly possible to implement the present methods of distributing content in discrete portions, without connection to a computer network, virtually all current game platforms provide for connection to a computer network and more specifically, provide access to proprietary content servers maintained by the manufacturers of the game platform and or the developers of the video game software. In addition, virtually all retailers of game software have online retail servers to provide both mail order products, as well as online download of data files. Turning to FIG. 6, the methods as described herein are preferably implemented on a computer network system that includes a network backbone 100, a content server 102, a key generator 104, and at least one user game platform device 106. The user game platform 106 may comprise a game console 106A, such as XBOX 360™, that may, or may not be connected to the network 100. When connected, the game console 106A may have a wired or wireless connection to the computer network 100. The user game platform 106 may also comprise a portable game device 106B, such as a Nintendo DS, or Apple iTouch (Apple and iTouch are trademarks of Apple, Inc.), or PlayStation Portable, or a digital music player, such as an Apple iPod (iPod is a trademark of Apple, Inc.), that may, or may not be connected to the network. When connected, such portable devices 106B, may have a wired or wireless connection to the computer network 100. The user game platform 106 may further comprise a personal computer 106C that may, or may not be connected to the network 100. When connected, the personal computer 106C may have a wired or wireless connection to the computer network 100. The user game platform 106 may also comprise a cell phone 106D which, for most purposes, will be connected by a wireless modem connection through a separate cell phone network 108 to the computer network 100.
  • The network backbone 100 of the computer network comprises, for purposes of the present invention, the Internet, although the entire system and method as described herein could be used as a completely internal system within an organization, the important aspect being that all of the network devices be linked through a common backbone or hub. It should be further understood that the network backbone is intended to include all types of computer and communication networks, such as satellite networks, cable networks, public telephone networks, or any other form of computer or communication network that can carry data.
  • The content server 102 is identified as a computer system owned and operated by an entity intending to deliver electronic media content by means of downloadable electronic data files. The content server 102 is typically operated and maintained by the game console manufacturer or the video game software developer. Delivery/merchant software running on these content servers 102 is of the type known in the art for distributing electronic media. Brick and mortar retail stores 110, and online retail stores 112, while providing outlets to purchased boxed media packages, are also connected to the network to provide for content download and access to key codes for purchase.
  • Most game platforms 106, including cell phones 106D, having the ability to access the computer network 100 include software which allows the user to browse for available downloads, purchase and pay for the content, and to receive the content through the network. Such software is already known in the art. The present invention simply provides for the ability to access, download and pay for electronic media content in sequential portions.
  • In this manner, the system and method of the present invention allows a consumer to purchase only the portion of the electronic media content (video game) that they will actually use. By implementing the system and method of the present invention, it is believed that the consumer will have a higher degree of customer satisfaction because they are only paying for the portion of the content (game) that they have the time or attention for, and therefore are not spending a larger sum of money for a full set of media that will never be used.
  • It can therefore be seen that the present invention provides a novel system and method of delivering electronic media content, such as video games, that allows a consumer to purchase discrete sequential portions of the game as desired. The consumer makes the decision to purchase the next sequential portions upon completing the previously purchased portions. For these reasons, the instant invention is believed to represent a significant advancement in the art, which has substantial commercial merit.
  • While there is shown and described herein certain specific structure embodying the invention, it will be manifest to those skilled in the art that various modifications and rearrangements of the parts may be made without departing from the spirit and scope of the underlying inventive concept and that the same is not limited to the particular forms herein shown and described except insofar as indicated by the scope of the appended claims.

Claims (12)

1. A method of distributing electronic media content comprising:
providing electronic media content, said electronic media content being divided into a plurality of sequential portions,
fixing each of said plurality of sequential portions in a plurality of respective electronic media packages;
providing software within said first electronic media package for generating a key code at the completion of the electronic media content;
providing software within said next electronic media package to receive said key code to permit access to said next sequential portion of said electronic media content;
distributing a first one of said plurality of electronic media packages containing a first of said plurality of sequential portions of said electronic media content; and
distributing a next electronic media package containing a next sequential portion of said electronic media.
2. The method of claim 1, wherein said plurality of electronic media packages is selected from the group consisting of: CD, DVD, ROM-Cartridge, memory storage device, and electronic data file.
3. The method of claim 1, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
4. The method of claim 2, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
5. A method of distributing electronic media content comprising:
providing electronic media content, said electronic media content being divided into plurality of sequential portions;
fixing said plurality of sequential portions in a single electronic media package;
providing software within said electronic media package to receive access key codes to permit sequential access to said plurality of sequential portions of said electronic media content;
providing an access key code for gaining access to a first one of said plurality of sequential portions of said electronic media content;
distributing said electronic media package containing said plurality of sequential portions of said electronic media content; and
providing software for generating an additional access key code to access a next sequential portion of electronic media content.
6. The method of claim 5, wherein said electronic media package is selected from the group consisting of: CD, DVD, ROM-Cartridge, memory storage device, and electronic data file.
7. The method of claim 5, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
8. The method of claim 6, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
9. The method of claim 5 further comprising the step of:
providing software within said electronic media package for generating a completion key code at the completion of a portion of said electronic media content to verify completion of said portion of said electronic media content; and
providing software within said next electronic media package to receive said access key code and said completion key code to permit access to said next sequential portion of said electronic media content.
10. The method of claim 9, wherein said electronic media package is selected from the group consisting of: CD, DVD, ROM-Cartridge, memory storage device, and electronic data file.
11. The method of claim 9, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
12. The method of claim 10, wherein said electronic media content is selected from the group consisting of: video games, books, periodicals, movies, movie series, television programs and television series.
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