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To: dwight vickers who wrote (334)5/3/1999 3:46:00 PM
From: Scott A. Trapp  Respond to of 418
 
Here is one of the patents let me know if you want the other 5
Scott
Parent Case Text

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This is a continuation of application Ser. No. 365,050 filed June 9, 1989, now abandoned.
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Claims

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1. A game of skill or chance playable simultaneously by several participants remote from each other in conjunction with a common event comprising:

computer game means for providing said common event having a basic format with playing parameters and stored in a binary data form on a digital storage medium;

personal computer means associated with each participant including means for receiving said binary data from said storage medium;

a one-way only mass communication means;

network terminal means connected to each personal computer means for receiving data related to said playing parameters from said one-way only mass communications means and transferring such data to said personal computer;

said mass communications means for transferring such data to said network terminal in a form compatible with said format of said computer game means for both initializing said game and while the game is being played, for providing updated playing parameters which affect the playing of said game.

2. A game as in claim 1 where said basic format of said game which is stored on said storage medium includes blank templates suitable for storing and receiving said data from said mass communications means.

3. A game as in claim 1, including means for receiving a start signal from said one way only mass communications means, so that all participants start the playing of said game at the same time.

4. A game as in claim 1 where each of said network terminals includes buffer memory means for temporarily storing said data from said one way only mass communications means for later transfer to a memory of said personal computer means.

5. A game as in claim 1 including means for scoring said game and for storing the results of said scoring in secured memory means.

6. A game as in claim 1 where said basic format includes a plurality of stored graphic routines for selective use in an adventure type computer game requiring player intelligence compared to player eye/hand coordination, and selected in accordance with said data from said mass communications means.
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Description

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The present invention is directed to a game of skill or chance playable by several participants remote from each other in conjunction with a common event. More specifically, such event might be a computer (or video) game as viewed by the participants on their personal display.

BACKGROUND OF THE INVENTION

Video or computer games for home use are well known where a game cartridge or floppy disk is utilized in conjunction with a personal computer or a specially designed game console (which itself is equivalent to a specialized personal computer). Extensions of this include the use of a telephone modem hooking the personal computer to a central computer and via a two-way telephone line to, for example, playing a game originated and controlled by the central computer. Alternatively, the entire game may be downloaded to the remote personal computer.

A typical example of the foregoing is, for example, in a casino where a viewer may watch an actual game of Keno or craps in his hotel room on a TV monitor and with wired communication to the central casino place bets and accomplish other necessary transactions. This is shown in Hedges U.S. Pat. No. 4,339,798.

Finally, U.S. Pat. No. 4,592,546 illustrates game consoles located in homes hooked to a common network where the viewers are watching live a, for example, football game. Here both lockout signals and other information is transmitted via an FM SCA channel to each participant and a final score based on the proficiency at guessing, for example, the type of play of the football game, is scored and uploaded via telephone line.

OBJECT AND SUMMARY OF THE INVENTION

It is a general object of the present invention to provide an improved game of skill or chance playable simultaneously by several participants remote from each other.

In accordance with the above object, there is provided a game of skill or chance playable by several participants remote from each other in conjunction with a common event comprising a computer game serving as a common event having a basic format and stored in binary form on a digital storage medium. A personal computer associated with each participant receives this storage medium. A one-way communications means is provided. A network terminal is connected to each personal computer for receiving data from the mass communications means and transferring such data to the personal computer. The mass communications means transfers this data to the network terminal in a form compatible with the format of the computer game for both initializing characteristics of the game and while the game is being played, for providing updated playing parameters.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a block diagram of a game of skill or chance showing apparatus which would be associated with the player participants and its connection to a central computer system.

FIG. 2 is a more detailed block diagram of a portion of a network terminal portion of FIG. 1.

FIG. 3 illustrates a memory portion of FIG. 1.

FIG. 4 is a flow chart of a typical prior art video game.

FIG. 5 is a flow chart of a game embodying the present invention.

FIG. 6 is a flow chart embodying the present invention as it relates to the central computer system.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENT

FIG. 1 illustrates a personal computer 10 and its associated peripherals utilized for playing the computer game of the present invention. As used here, "computer game" which normally uses a floppy disk storage medium is meant to encompass "video games" which use a read only memory (ROM) cartridge and a TV screen system.

Peripheral components of computer 10 include the display 11 (normally a cathode ray tube), memory 12, a keyboard and game control 13, and a disk drive 14 (perhaps of the floppy type) into which a floppy disk 16 may be inserted. Keyboard and control unit 13 may include typical video game controls such as either a joy stick or a yoke which simulates the steering wheel of a flight simulator. Connected to the RS 232 port of the personal computer 10 is a network terminal 17 having an antenna 18. Although a personal computer is illustrated, any type of central processing unit or specialized digital hardware may be used. Both personal computer 10 and network terminal 17 are, of course, at the same remote location. In another location will be the same set of equipment designated, for example, 17' for the network terminal #2 with an antenna 18', the network terminal 17' being connected to its associated personal computer (PC #2).

Network terminals 17 and 17' via the antennas 18 and 18' are coupled on a one way basis to, for example, an FM transmitter 19 via its antenna 21. Such FM transmitter might be the SCA channel of an FM station (see also the above '546 patent), a VHF, or VHF television antenna where the mass communications channels might be a Teletex channel or any other mass communications type system delivered over the air or by a cable or fiber optics system. Since it is mass communications and one way, this means the cost is completely insensitive to the number of users and is, of course, very low relative to each remote user. A further type of mass communications means might include a digital channel in digital data for "high definition television" (HDTV).

Controlling transmitter 19 is a central computer system (CCS) 22. This may be linked to each network terminal by a telephone line 23 when such connection is desired. However, it is contemplated that because of the cost of this link, it is only to be used for a very short time--for example, uploading a score or result as set out in the above '546 patent.

Lastly, as will be discussed below, the floppy disk 16 may be any other binary magnetic media such as tape, etc., or in fact even downloaded from a central system onto hard disks, etc. And typically it would be a video game program which is modified (or at least operable) with the overall game concept, as determined by Central Computer System 22.

FIG. 2 illustrates the details of network terminal 17 which includes a FM receiver 24 for receiving, for example, the SCA signal on the FM channel and converting it into digital format for use in the associated central processing unit (CPU) 26. Such FM receiver is commercially available, for example, from Lotus Information Network Corporation with its system for transmitting stock market quotes. CPU 26 by its RS 232 port is connected to the personal computer 10. CPU 26 is also connected to a buffer memory 27, a long term memory 28 and a modem 29 which is for connection to telephone line 23. Memory 28 may also function as a secure memory for storing game scores.

FIG. 3 illustrates the memory contents of both the PC memory 12 along with the buffer memory 27 of network terminal 17 for two examples of the operation of the present invention.

But in general, for a standard computer game (unmodified by the present invention) the floppy disk 16 with a game program is inserted into the disk drive 14, as shown in FIG. 1, and the memory 12 would have various memory spaces as illustrated at 31 through 35, in which various formats and parameters of the game would be stored for implementation by the logic portion of the personal computer.

In such a standard video game, for example, such as "flight simulator" where the player of the game has one plane marked at memory location 31 as PC #1 plane and where there are other computer controlled aircraft marked #1, #2 . . . N at memory spaces 32, 33 and 34, a basic format of the game would be stored in this memory.

In general the game includes firing missiles at each other from both the player's plane and the computer controlled aircraft and setting up various obstacles.

Before discussing the modification made to this basic game, how it would be played normally in the prior art on a personal computer or on a game console is shown by the flow chart of FIG. 4. In essence, this is the basic format of the game which, as will be discussed below, will be somewhat modified to accept external instructions from the Central Computer System 22 (see FIG. 1).

Referring now in detail to the prior art flow chart of FIG. 4, in step 41 a floppy disk 16 (unmodified, of course) is placed in the disk drive unit 14 and the game is "booted," meaning input into the memory of the computer and all graphics and hardware are initialized and data structures set up which are necessary to run the game. Then in step 42 the co-ordinates of the players' world are initialized, along with graphics data for all objects in the game from the floppy disk. Thus, for example, the player's plane might be initialized on the ground at the San Francisco Airport. Also, the computer controlled aircraft would be given their initial co-ordinates.

Next, in the program main loop starting at step 43, the game begins and the player's controls are read and the player's world co-ordinates updated. Particularly, the controls which are contained in keyboard and games and control unit 13 would be a flight simulator steering wheel or alternatively a joy stick or the use of a keyboard. The joy stick or flight simulator steering wheel would have a firing button on it. In step 44 the computer controlled objects or aircraft would have their trajectories computed based upon their artificial intelligence that lives on the program that's resident in the PC. And this then updates the world co-ordinates of all the computer controlled objects based upon those trajectories. This artificial intelligence is part of the overall operational program or format of the game which would be stored in the PC memory 12. And it is not of course, directly indicated in FIG. 3 which shows only the various operational units. However, the flow chart of course is a graphical representation of such program.

In step 46 missiles are fired from the computer controlled objects if it is in range of the players' aircraft (that is, PC #1 plane). Thus, the program essentially finds out if anybody has arranged to fire at the player; if so, then a shot is to be taken. At that point, all the objects in the world are updated and thus a collision detection of all objects in the game, based on these new co-ordinates, is done as shown in step 47. After the collision detection is done then the results of such collision detection is used to update the existence of all objects in the game, as in step 48. In other words, if objects collide, they usually don't exist any longer.

Then in step 49 all visible objects are displayed which in a flight simulator game means you have to determine what is visible from the cockpit of the player's plane at that moment. Then a loop 51 is made back to a starting point to get another set of controls. Then a score would generally be provided on the display screen.

Thus, the standard game ends when a point is reached where the aircraft has landed and exit is made or a crash is made or a collision has occurred, etc. Various types of collisions of course are with missiles shot by the computer controlled aircraft, a collision with a computer controlled aircraft itself or with the ground.

In the game of the present invention and referring to FIG. 3, the buffer memory 27 has been loaded from the Central Computer System 22 with information or data which is to be input into PC memory 12 to change various parameters and characteristics of the flight simulator game (or any other type of game of skill or chance). Briefly referring to the buffer memory 27, the data relevant to the computer controlled aircraft are now loaded with the relevant information (as in location 31) into memory units 36, 37 and 38. These directly correspond to PC units 32, 33 and 34. That is, the same information regarding graphic descriptors, co-ordinates, weapon type, characteristics, etc., rather than being supplied by a floppy disk of the player, are input externally. In any case, the utilization of this buffer memory 27 will now be explained in conjunction with the program flow chart of FIG. 5. In the initialization part of the program loop, in step 61, the game is booted from the floppy disk for initializing PC software, etc. This is similar to step 41 of FIG. 4. However, the format of the game on the floppy disk has now been modified to accommodate or be compatible with instructions and data from the Central Computer System 22. Specifically referring to FIG. 3 in the case of a flight simulator game, the memory spaces 32, 33, 34 are now basically blank templates of data structure for objects that are going to be displayed in the game. These of course, are the computer controlled aircraft. These memory locations are left blank until they receive the data from the Central Computer System through the network terminal 17. Thus, in a game such as the "flight simulator" video game, the modification of the standard game format would include opening up or providing the blank templates of memory for the computer controlled aircraft 32, 33 and 34. The general concept, however, applies to any other type of game of skill or chance where the basic intelligence for playing the game is contained in the floppy disk at the player's location but modifications are made such as blank templates to allow later input of external data from another source. Specifically, the Central Computer System 22.

Still referring to FIG. 5, in step 62 the personal computer 10 has an input channel via its RS 232 port (as illustrated in FIG. 1) opened to the network terminal 17 and the information being transmitted through the airwaves via antenna 18 from the Central Computer System 22. In step 63 the player's plane, PC #1 plane in memory location 31, is initialized from the floppy disk data base in the same manner as is done in step 42 (FIG. 4).

The significant departure occurs now in step 64 where from external information the computer controlled objects, graphics and world co-ordinates are initialized from data sent from the network terminal 17 and basically from the Central Computer System 22. FIG. 6 shows the Central Computer System program flow and in its initial step 81 all computer controlled objects are initialized. This data is received by the network terminal 17 since in step 62 its channel has been one to such information.

Still referring to FIG. 6, the game start signal in step 82 is broadcast and this is received in step 66 in the remote personal computer and network terminal unit. This causes a jump to the main program loop. Thus, in step 67 the game starts and the player controls are read and the players' position updated as in step 43 of the prior art FIG. 4. However, the next step 68, rather than using the internal information which was formerly in the video game, the computer controlled objects' new co-ordinates are gotten from the Central Computer Station and stored in the network terminal (see FIG. 3 and the buffer memory 27 at the spaces 36, 37, 38). Such information has been stored in the buffer memory by step 83 of FIG. 6 broadcasting the computer controlled objects' graphic data and initial world co-ordinates. Then while the game is being played, the updating occurs as in step 68 of FIG. 5 and steps 84 and 86 of FIG. 6.

Thereafter, referring to FIG. 5 in step 69 the firing the missiles is the same as in the normal game controlled by the basic format of the flight simulator game. Step 71 regarding collision detection is the same, step 72 updating the existence of objects in the game based on the collision detection, and then displaying of visual objects in 73 are performed by the local program intelligence that is the basic format of the game. These are the same as the prior art steps 46, 47, 48, and 49 as discussed in FIG. 4. The game continues by loop 75 until it terminates as discussed above.

In order to provide security for the game if a number of players throughout the country are playing at the same time, provision is made in step 74 (see FIG. 5) to check time limits to ensure that each player indeed was playing the game at a common time or simultaneously. Such a time limit checking is illustrated in the above mentioned game of skill U.S. Pat. No. 4,592,546.

Then lastly, in step 76 FIG. 5, the score is displayed and also stored in a secured memory for later uploading via telephone to the Central Computer System. This secured memory would be in the network terminal 17 in, for example, long term memory 28 as illustrated in FIG. 2.

A modification of the foregoing game is that in addition to transmitting information concerning computer controlled aircraft, other information such as ground based objects, the terrain of the ground, weather, etc., may be accomplished to change the characteristics of a game so that each time it is played it is new or unique to that group of players. Thus, the use of the one way mass communications means as, for example, by the FM SCA channel, allows significant parameters of a game to be changed and in fact make it appear to be a unique type of game. In fact, the program code can be transmitted which can change the basic strategy or scoring of the game.

FIG. 3 also shows the use of the invention in playing an adventure, fantasy role-playing textual game. Here the game is won by the intellectual skills of the player versus his eye/hand coordination. Thus, template 35 holds several stored graphic routines or patterns. These are selectively chosen by "game master" command stored in buffer unit 39 which have been received in real time on the mass communications means.

Thus, the game system can be designed so that each time the game is played in a contest among a group of players it would be in effect a unique game never before played. Existing video games such as PacMan, Lode Runner, F-14 Fighter or Super Mario Brothers could be controlled in the same manner.

All of the contestants who are playing the game as a common event at substantially the same time would in the manner shown in the above '546 game patent upload via the telephone line 23 their results for the group to be scored. With the use of the mass communications means to transmit the game variations and characteristics, new and interesting game variations are produced without the need of continuous and expensive two way connection to a central computer. In other words, with thousands of persons playing a video game at the same time competing against one another, to require each individual to be connected to a central computer by a two way dedicated line would obviously be prohibitively expensive and moreover impractical; and moreover, limit the number of simultaneous participants. Although a computer type game has been described, equivalent games of skill or chance may be used. Thus, an improved game of skill or chance simultaneously playable by several participants remote from each other in conjunction with a common event has been provided.

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To: dwight vickers who wrote (334)5/3/1999 4:11:00 PM
From: Scott A. Trapp  Read Replies (1) | Respond to of 418
 
This one may be more interesting I like the advertising twist
Scott
Claims

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1. A game of skill or chance played simultaneously by several participants remote from each other in conjunction with at least one common game where interactive advertising is inserted into the game comprising:

communication means for providing to each participant said common game along with said interactive advertising;

control unit means associated with each remote participant for receiving game and interactive ad inputs by such participant said control unit means including keyboard means and a visual display said control unit means including a game data stream and an interactive ad data stream which may be selectively associated with said keyboard means and visual display;

central computer system means for transmitting and downloading game messages and interactive ad messages to all of said control unit means and for receiving uploaded game data and interactive ad data from said control unit means which are related to said inputs, said control unit means continuing to process both said interactive ad and game messages on said respective data streams irrespective of which data stream said keyboard means and said display are associated with; said central computer system means also including means for transmitting an additional switching message for transmission and downloading to said control unit means, said control unit means including a third switching message data stream means for receiving said switching message and in response to such message associating said keyboard means and visual display with a selected game data stream or interactive ad data stream in accordance with said message, the. unselected data stream continuing to process in the background.

2. A game of skill or chance as in claim 1 where said central control system means and said control unit means include means for downloading to said game control unit means interactive advertising programs before said game starts.

3. A game of skill or chance as in claim 1 where said communication means includes a common channel means for downloading both said game and interactive ad messages.
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Description

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The present invention is directed to a game of skill or chance playable by remote participants in conjunction with a common game event including inserted interactive advertising.

BACKGROUND OF THE INVENTION

As described in the Lockton et al. U.S. Pat. No. 4,592,546, home television viewers of a football game or other sports events or another type of TV game may play along to predict, for example, the play called by the quarterback and/or, in the case of a quiz game, to guess the correct answer along with the actual player in the TV studio. As described by the above patent, the football game, for example, is received on a normal television receiver and the interactivity with that game is made possible by a second mass communication download to the individual remote participant by either the vertical blanking interval (VBI) of a television signal or an FM (SCA) radio channel.

A major source of income for many entertainment businesses including television, radio and print media is advertising. Television advertisers especially would like to receive immediate feedback on the part of the consumer after watching an ad with a minimum of effort. Some of the feedback might involve an answer to a survey conducted by the advertiser, a quiz perhaps with a prize to test the impact of the advertisement and, most importantly, the advertiser would like to be able to capitalize on the consumer's impulse by allowing an immediate purchase.

OBJECT AND SUMMARY OF INVENTION

It is, therefore, a general object of the present invention to provide a game of skill or chance playable by remote participants in conjunction with a common game event including inserted interactive advertising.

In accordance with the above object, there is provided a game of skill or chance played simultaneously by several participants remote from each other in conjunction with at least one common game where interactive advertising is inserted into the game.

Communication means provide to each participant the common game along with interactive advertising. Control unit means associated with each remote participant receive game and interactive ad inputs by such participant including keyboard means and a visual display. The control unit means includes a game data stream and an interactive ad data stream which may be selectively associated with the keyboard means and visual display. Central computer system means transmit and download game messages and interactive ad messages to all of the control unit means and receive uploaded game data and interactive ad data from the control unit means which are related to the inputs, the control unit means continuing to process both of said interactive ad and game messages on said respective data streams irrespective of which data stream said keyboard means and said display are associated with.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a block diagram of a participant control unit embodying the present invention.

FIG. 2 is a block diagram of the central computer system embodying the present invention.

FIG. 3 is a flow chart illustrating the operation of the central computer system of FIG. 2.

FIG. 4 is a flow chart illustrating the partial operation of the control unit of FIG. 1.

FIG. 5 is a flow chart illustrating the operation of another aspect of the control unit of FIG. 1.

FIG. 6 is a flow chart illustrating another aspect of the operation of the control unit of FIG. 1 as it interfaces with the central computer system of FIG. 2.

FIG. 7 is a flow chart illustrating the uploading of information from a control unit of FIG. 1 to the central computer system of FIG. 2.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

FIG. 1 illustrates a control unit 10 which is useable and located at the location of each of the remote participants for playing a game of skill or chance; for example, football, baseball, a television game such as Wheel of Fortune or Jeopardy, or an offline specialized game specifically directed to the player or customer via the mass communication's channel provided by an FM (SCA) channel or vertical blinking interval (VBI) of a television signal or other link such as cable.

Very briefly, referring to FIG. 2, the central computer system (CCS) supervises and controls both the overall game and any interactive advertising.

In general, the present invention is applicable to any type of game of skill or chance or contest which is communicated to the local participant or user by a standard television signal, cable, satellite or other transmission technique. In one specific example as illustrated in FIGS. 1 and 2, which at the present time is believed to be the most typical, the participant with their central control unit 10 would have associated with it at their location a television receiver 12 which, for example, is receiving a football game. The control unit 10 which may be a separate unit or a part of the user's personal computer or a set-top box on the TV receiver 12 includes a microprocessor 13 having a memory 14, a display 16 (either liquid crystal or a cathode ray tube display) and a keyboard game input unit 17 which in addition to the keyboard might include joy stick controls, a mouse or other type of inputs. To communicate with the outside world, microprocessor 13 is linked to the telephone system via a modem 18 and to wireless communications such as VBI or FM (SCA) by the receiver 19.

Referring to FIG. 2, a game contest is controlled by the central computer system 11 which has a producer input 21 and for use by the producer a TV monitor 22. Specifically, by way of example, from a game standpoint as a football game is being monitored with the TV monitor 22 by the producer and the game of skill involves predicting the play that the quarterback calls, then the producer input 21 would provide a lockout signal downloaded, indicated by the line 23, via VBI or the FM (SCA) receiver 19 to prevent the player or participant at the control unit 10 from making a late prediction.

More importantly, the producer also controls the insertion of advertising information into any event, either a live television event or a offline event which is also being downloaded on line 23. When the common event is aired, the interactive advertisement data is synchronized with the on-air event by the human producer (or programmed control). The advertising may be either on the participant's TV receiver 12 or on the display 16. In general, the advertisement may merely provide information, may allow the user to obtain more detail product information by making a request, may ask the participant or customer questions about the advertising campaign in the nature of a survey, may provide a quiz to the customer to determine the impact of the ad, and finally may allow the customer to immediately purchase the product. This would all be done by the keyboard input unit 17.

Thus, in summary, communication means provide for each participant a common game of skill or chance along with interactive advertising. These may be routed either along the normal radio, TV broadcast channels or a specialized technique such as the FM (SCA) or, in fact, a two-way cable. Each remote participant has a control unit 10 which receives both the user's game inputs on the keyboard 17 (for example, predicting the quarterback play) and also an interactive ad input as discussed above. The CCS 11 transmits, as will be described below, both game messages and interactive ad messages to all of the control unit means via the download line 23.

Finally, any responses of the participants to questions, requests or purchases are normally stored in memory 14 of the control unit 10 for later upload via the telephone line 25 to the CCS 11. Also, with respect to the play of the associated game, scores and other information, as described in the '546 patent, are uploaded also in the same manner.

FIG. 3 is a flow chart indicating the CCS 11 handling of interactive advertisements when a game starts, as shown in block 31. The question is asked at 32 whether an interactive ad is scheduled. If not, then in block 33 the main game program is initialized for downloading to all control units. If an ad is scheduled, then in block 34 a separate interactive ad data stream program is initialized.

Referring briefly to FIG. 4, which is a flow chart of the control unit 10 initialization, if an event is entered as shown in block 41 then the control unit asks whether an interactive ad is scheduled (block 42). If so, the initialized ad output stream of block 34 of the CCS initializes the interactive ad stream program of the control unit as shown in block 43. Additionally, whichever is the case, the game program is initialized as shown in block 44.

Thus, in summary there is downloaded to each control unit both game and interactive advertising programs effectively before the game starts.

Referring back now to FIG. 3, after all this preloading occurs in step 34 the question is asked whether there is an event to process. If so, as processed by step 36, this event would be a message from the producer or file of the producer which in step 37 asks whether the message involves a switch/control message. Referring to block 38, a switch message is sent to the control unit on a separate system output stream and determines whether the display 16 and keyboard and game input 17 of the control unit are associated with the game being played or the interactive ad.

Referring back to step 37, if it is not a switch message, then block 39 asks whether it is an interactive ad message and, if it is as in block 40a, this message is sent on to the control unit via the interactive ad output stream block 40a; if it is not an interactive ad message meaning it is a game message as shown in block 40b, this is sent on a main game output data stream to the control unit.

FIG. 6 relates to the control unit handling of the switching data stream 38, the interactive ad data stream 40a and the game data stream 40b. In step 51, the question is asked whether a message has been received from the CCS 11. If so, in block 52 the same question as in block 37 of FIG. 3 is asked whether or not it is an interactive ad switch/control message. If yes, then the block 53 actually performs the function of assigning the keyboard and display to the interactive ad function, or the game function. If it is not a switch message as illustrated in block 54 (see also block 39, FIG. 3), then a distinction is made between whether it is an interactive ad message or a game message. If it is a game message, then block 56 takes over and the dispatches the main game task and processes the message. If it is an interactive ad message, then block 57 processes the ad task and processes the message. Such messages as in the case of the game might be a lockout signal, and in the case of an interactive ad would involve questions, quizzes, responses, etc.

FIG. 5 relates to the control unit implementing the handling of various events where in block 61 the question is asked whether an event has been received. Step 62 distinguishes an interactive ad event and game event and in steps 63 and 64 these events are implemented. The event received 61 is a user input which might be a timeout involving a lockout signal or the user inputting something on the keyboard input 17. Whether or not it is an interactive ad event 62, is determined, of course, by the assignment of the keyboard (see step 53 in FIG. 6) by the switch control message.

Referring to FIG. 6 from a broad standpoint and also FIG. 5, it is obvious that messages being regulated by step 54 and dispatched either for a game in block 56 or an interactive ad 57 will continue simultaneously irrespective of how the keyboard and display are assigned at the participant's control unit. Thus, while one data stream, for example, 40b (see FIG. 3) is affecting the game per se, the other data stream, for example, the interactive ad stream 40a may operate in the background. And, of course, the reverse is true.

Finally, in FIG. 7 is the uploading of all relevant data of the game and interactive advertising from the control unit to the CCS. Thus, block 71 prepares for an upload to the CCS. And, in 72, there is asked whether game score data is present and, if so, this is sent in 73. Next, whether interactive ad data, in block 74, is present and, if so, this is sent in block 76. Lastly, whether any general activity data involving the user's control unit needs to be sent and this is done in 78. Finally, if no data is to be sent, or the remainder of the data has been sent, then block 79 dumps the data.

Thus, to summarize, once the interactive advertising data has been processed by the CCS into a downloadable data file, the game event is scheduled and flagged as having an interactive advertisement. As the event starts or just before, the CCS categorizes data input files and producer connections as either the main game or interactive advertisement data sources and these are downloaded; separate data streams are provided for each.

In the control unit, the interactive advertisement is in a different data stream and it is handled by a different application program than the main game event. In other words, since the interactive advertisement functionality is contained in its own separate program, it does not need to be built into the main game application. This minimizes the size and complexity of all of the programs involved and allows for consistent interactive advertising interface regardless of what game application or other type of main event the advertisement is inserted into. To state this in another way, the operating system in the control unit handles the main game and the interactive advertisement as separate tasks.

A third system data stream 38 determines the "ownership" of the resources of the display and the keyboard. This ownership is determined when the switch message is received. However, both the interactive ad and the main game task continue to be received and messages and events are processed regardless of the ownership of the screen and keyboard. This allows the "background" application to continue running, even when the other application has an ownership of the screen and keyboard resources. Moreover, this control is available to the central computer system and the producer unlike a "windows" type program which is under the control of the specific user.

The resulting benefit of the foregoing allows the interactive advertisement to be flexible enough to accurately and effectively target customers. In addition, immediate purchase of the item can be provided.