The present invention is a game playing method and apparatus for automating games such as blackjack, poker, craps, roulette, baccarat and pai gow, wherein players may play continuously and asynchronously, and information related to advertised items can be exchanged between players and advertisers. In one embodiment, each instance of a game is likely unique from all other current game instances. The games do not require a manual dealer and in one embodiment, played in a gaming establishment using low cost gaming stations. The present invention may also be used to play such games on the internet or an interactive cable television network wherein a game controller communicates with players at network nodes in their homes and at their leisure since there is no game tempo requirement. During a game, advertising is selectively provided by comparing player personal information with a desired demographic profile. player responses to advertising are used for evaluating advertising effectiveness. The invention is useful for test marketing of products, advertisements, and reduces advertising costs.

REEXAMINATION RESULTS

The questions raised in reexamination proceeding No. 90/010,093, filed Jan. 31, 2008, have been considered, and the results thereof are reflected in this reissue patent which constitutes the reexamination certificate required by 35 U.S.C. 307 as provided in 37 CFR 1.570(e) for ex parte reexaminations, or the reexamination certificate required by 35 U.S.C. 316 as provided in 37 CFR 1.997(e) for inter partes reexaminations.

Patent
   RE44323
Priority
Jan 19 1996
Filed
Jun 12 2008
Issued
Jun 25 2013
Expiry
Dec 03 2016
Assg.orig
Entity
unknown
11
444
EXPIRED
92. A method of playing a game on a communications network, comprising:
receiving at a game playing node on the network, a contact by each of a plurality of users, via a corresponding node on the network for the user, for initiating a corresponding instance of the game between the game playing node and the user's corresponding node, and at least some of said instances overlap in time;
transmitting game plays between said game playing node and a first of the users, for the corresponding instance of the game;
transmitting from the game playing node to the corresponding node of the first user, the a ranking of a second of the users, wherein said ranking is indicative of a proficiency of the second user in playing the game, and said ranking is updated to present a change in said ranking while the first user is playing the game;
wherein for each user of the first and second users, (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for playing a corresponding one of the game instances for obtaining combined data, and the combined data is transmitted on the network to the user when the user plays the corresponding one game instance, wherein the corresponding advertising related data is for one of one or more advertisers;
(ii) concurrently presenting to the user: (ii-a) information for playing the corresponding one game instance, and (ii-b) a presentation for the corresponding advertiser related data, the presentation obtained as a consequence of the combined data being received at the corresponding node for the user; and
(iii) at least a portion of data obtained from interactions by the user with an activation of the corresponding one game instance is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding one game instance, and (iii-b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
20. A method of playing a card game, comprising:
generating electronic card representations for playing the card game;
receiving player identification information prior to at least a first player playing the card game wherein said identification information is used to identify additional information related to the first player for use in subsequent instances of the card game;
first playing a first instance of the card game between the first player and a substantially electronic game playing module, wherein said game playing module is dealt a first sequence of said card representations;
second playing a second instance of the game between a second player and said game playing module, wherein said first and second card game instances overlap in time and wherein said game playing module is dealt a second sequence of the card representations for playing said second instance of the card game;
wherein said first and second sequences dealt to the game playing module have at least different card representations in at least one identical card representation position, in each of said first and second sequences;
wherein each of the first and second players play by communicating, via a corresponding networked device for the player, on a communications network for providing access to the first and second instances;
wherein for each player of the first and second players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for playing a corresponding one of the first and second instances, and transmitted on the network to the player when the player plays the corresponding one instance of the card game, wherein the corresponding advertising related data is for one of one or more advertisers;
(ii) one or more presentations for the information for playing the corresponding instance of the card game, together with a presentation for the corresponding advertiser related data are presented at a same time to the player via the corresponding networked device therefor; and
(iii) at least a portion of data obtained from interactions by the player with the presentations for playing the corresponding instance is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding game instance, and (iii-b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
0. 118. A method for conducting one or more tournaments, comprising:
identifying, at a central network controller, players requesting to loin one of the tournaments, wherein each tournament of the tournaments includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, (1) the player plays at a corresponding player network site located remotely from the central network controller and in network communication with the central network controller, and (2) at least one of the following (a) and (b) must be satisfied for the player to complete the one tournament:
(a) a predetermined number of instances of the game must be played by the player in the one tournament;
(b) a predetermined amount of time must elapse between a commencement of the one tournament and a termination of the one tournament;
for each tournament of the tournaments, the following steps (A1) through (A5) are performed:
(A1) selecting the identified players to be included in the tournament;
(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game for the tournament;
(A3) determining one or more winning players for each group;
(A4) establishing a modified version of the game for the tournament by changing a rule defining a manipulation of one or more game playing cards or tokens of the game for the tournament while retaining another rule of the game for the tournament; and
(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing at least some instances of the game, wherein each of the at least some instances is the modified version of the game;
wherein in playing the instances of the game and the modified version of the game, the following steps are performed;
exchanging information between the central network controller and each player's corresponding player network site, the information: (i) being exchanged while the player plays the instances of the game and the modified version of the game, and (ii) influencing game play, and
storing in a database player information associated with at least one player P of the players, the stored player information for the player P being: (i) accessed by the central network controller separately from accessing the corresponding player network site for the player P, and (ii) used in a subsequent instance of a game of one of the tournaments to influence game play while the player P is playing the subsequent instance.
91. A method of playing a card game, comprising:
receiving player identification information prior to at least a first player playing the card game;
generating card representations for playing said card game with at least the first player and a second player, wherein the first and second players obtain corresponding collections of the card representations from a source node of a communications network accessed by a common communications network address;
first playing, with a first player in a first game of said card game, wherein a first collection of one or more of said card representations is transmitted to the first player;
second playing, with a second player in a second game of said card game, wherein a second collection of one or more card representations is transmitted to the second player, wherein said first and second card representation collections are transmitted to said first and second players during an overlapping time period;
terminating the playing of said second game with the second player;
commencing to transmit a third collection of one or more of the card representations to the second player for playing a third game of said card game, wherein a the third collection of one or more card representations is transmitted to the second player during said third game, and wherein the transmissions of the card representations for said first collection for playing said first game, and said third collection for playing said third game overlap in time;
wherein each of the first and second players play by communicating, via a corresponding networked device for the player, on a communications network for providing access to the first and second games;
wherein for each player of the first and second players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for playing a corresponding one of the game instances, and transmitted on the network to the player when the player plays the corresponding one game instance, wherein the corresponding advertising related data is for one of one or more advertisers;
(ii) a presentation for the information for playing the corresponding one game instance, together with a presentation for the corresponding advertiser related data are presented at a same time to the player on the corresponding networked device therefor; and
(iii) at least a portion of data obtained from interactions by the player with the presentation for the information for playing the corresponding one game instance is for provides the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding card game, and (iii-b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
1. A method for conducting one or more tournaments, comprising:
identifying players requesting to join one of the tournaments, wherein each tournament of the tournaments includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, at least one of the following (a) and (b) must be satisfied for the player to complete the one of the tournaments tournament:
(a) a predetermined number of instances of the game must be played by the player in the one tournament;
(b) a predetermined amount of time must elapse between the a commencement of the one tournament and the a termination of the one tournament;
for each tournament of the tournaments, the following steps (A1) through (A5) are performed:
(A1) selecting the identified players to be included in the tournament;
(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game for the tournament;
(A3) determining one or more winning players for each group;
(A4) establishing a modified version of the game for the tournament by changing a rule defining a manipulation of one or more game playing cards or tokens of the game for the tournament while retaining another rule for of the game for the tournament; and
(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing at least some instances of of the game, wherein each of the at least some instances is the modified version of the game;
wherein each of the players play in the one or more tournaments by communicating, via a corresponding networked device for the player, on a communications network for providing access to the game instances of the one or more tournaments;
wherein for each of a plurality of the players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for playing a corresponding one of the game instances for obtaining combined data, and the combined data is transmitted on the network to the player when the player plays the corresponding one game instance, wherein the corresponding advertising related data is for at least one advertiser;
(ii) a presentation for the information for playing the corresponding one game instance, and a presentation for the corresponding advertiser related data are presented at a same time to the player on the corresponding networked device therefor; and
(iii) at least a portion of data obtained from interactions by the player with the presentation for the information for playing the corresponding game instance provides the at least one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding game instance, and (iii-b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
0. 110. A method of playing a game on the internet, comprising:
first receiving player identification at a game playing internet accessible node (GPIAN) for first and second players;
transmitting, via the internet, from the GPIAN, first information related to communications between: (a) the GPIAN, and (b) a first internet accessible node from which the first player communicates with the GPIAN, the first player interacting with the first internet accessible node for playing one or more games thereon;
wherein said first information is utilized in subsequent internet communications between the GPIAN and the first internet accessible node;
wherein said first information is stored on the first internet accessible node so that it is available in subsequent different internet connections by the first player;
second receiving, via the internet, at the GPIAN, first responsive information indicative of said first information being present on said first internet accessible node;
first playing with the first player a first game, wherein one or more game play representations are transmitted to the first player via the first internet accessible node during the first playing of the first game by the first player, and in response to data for playing the first game by the first player being transmitted on the internet to the GPIAN, the transmission of the data being initiated at the first internet accessible node;
second playing with the second player a second game, wherein one or more game play representations are transmitted to the second player and from the GPIAN while the first player is playing the first game;
playing of a third game between said GPIAN and the second player, wherein a third collection of one or more game play representations is transmitted to the second player, and wherein the transmissions of the game play representations for the third collection and the first collection overlap in time;
wherein said step of second receiving at the GPIAN occurs when the first player has reconnected the first internet accessible node to the internet after said first information has been stored on the first internet accessible node and said first internet accessible node has disconnected from the internet;
wherein for the first player playing the first game, (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for playing the first game, and transmitted on the network to the player for playing the first game, wherein the corresponding advertising related data is for at least one advertiser;
(ii) one or more presentations for the information for playing the first game, together with a presentation for the corresponding advertiser related data is presented at a same time to the first player via the first internet accessible node; and
(iii) when an input from the first player to the presentation for the corresponding advertiser related data is received for displaying another advertising presentation, the display of the another advertising presentation does not prohibit an availability to subsequently perform game plays of the first game.
50. A method of playing a card game, comprising:
receiving at a destination node, via a communications network, player identification information prior to at least a first player playing the card game, wherein an address for the destination node is used by the first player for transmitting said player identification information to said destination node;
generating card representations for playing said card game with at least the first player and a second player, wherein the first and second players obtain card representations via transmissions from a common address of a the communications network;
first transmitting of plays to a first player in a first game of said card game, wherein a first collection of one or more of said card representations is transmitted to the first player through the communications network via a first networked device for the first player;
second transmitting of plays to a second player in a second game of said card game, wherein a second collection of one or more of the card representations is transmitted to the second player through the communications network via a second networked device for the second player;
wherein said first and second collections are transmitted to said first and second players during an overlapping time period that the first and second players play the first and second games respectively;
ceasing to transmit card representations to the first player before said first game is completed;
continuing to transmit card representations to the second player after said step of ceasing;
terminating the playing of said second game with the second player;
subsequently continuing to transmit one or more card representations to the first player, to play said first game in response to the first player requesting an additional collection of one or more card representations;
commencing to transmit card representations to the second player for playing a third game of said card game, wherein a third collection of one or more card representations is transmitted to the second player and wherein the transmissions of the card representations for said additional collection and said third collection overlap in time;
wherein for each of the first and second players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information related to presenting plays of a corresponding one of the first and second games, and transmitted on the network to the player when the player plays the corresponding first or second corresponding card game, wherein the corresponding advertising related data is for one of one or more advertisers;
(ii) one or more presentations for the information related to presenting plays of the corresponding card game, together with a presentation for the corresponding advertiser related data are presented together to the player via the corresponding first or second networked device therefor; and
(iii) at least a portion of data obtained from interactions by the player with the presentations for the information related to presenting plays of the corresponding first or second game is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding first or second game, and (iii-b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
0. 117. A method for conducting one or more tournaments, comprising:
identifying players requesting to join one of the tournaments, wherein each tournament of the tournaments includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, at least one of the following (a) and (b) must be satisfied for the player to complete the one tournament:
(a) a predetermined number of instances of the game must be played by the player in the one tournament;
(b) a predetermined amount of time must elapse between a commencement of the one tournament and a termination of the one tournament;
for each tournament of the tournaments, the following steps (A1) through (A5) are performed:
(A1) selecting the identified players to be included in the tournament;
(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game for the tournament;
(A3) determining one or more winning players for each group;
(A4) establishing a modified version of the game for the tournament by changing a rule of the game for the tournament while retaining another rule of the game for the tournament; and
(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing at least some instances of the game, wherein each of the at least some instances is the modified version of the game;
wherein the players play in the one or more tournaments by communicating on a communications network for providing access to the game instances of the one or more tournaments;
wherein for each of a plurality of the players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for a corresponding one of the game instances, and transmitted on the network to the player when the player plays the corresponding game instance, wherein the corresponding advertising related data is for at least one advertiser;
(ii) a presentation for the corresponding game instance, together with a presentation for the corresponding advertiser related data is presented to the player; and
(iii) at least a portion of data obtained from interactions by the player with an activation of the corresponding game instance is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding game instance, and (iii-b) information for determining an effectiveness of a presentation for the corresponding advertiser related data; and
wherein a presentation related to one of a product and a service is viewed while playing one of said game instances on the communications network, further including:
communicating with a server network node that provides network access to the game for playing using communications on said communications network;
playing one of said game instances using communications between a first player node and said server network node;
presenting a first presentation at said first player node, wherein said first presentation is presented between two plays of said one instance of the game and wherein said first presentation is capable of being replaced by a different second presentation without changing a play of said one instance;
detecting an action in response to said first presentation by a first of the players;
transmitting a data item indicative of said action to a second network node not contacted for the playing of the game with the first player; and
conducting a network communication between the first player and the second network node, in response to said data item, for information related to the purchase of at least one of: a product and a service.
0. 116. A method for conducting one or more tournaments, comprising:
identifying players requesting to join one of the tournaments, wherein each tournament of the tournaments includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, at least one of the following (a) and (b) must be satisfied for the player to complete the one tournament:
(a) a predetermined number of instances of the game must be played by the player in the one tournament;
(b) a predetermined amount of time must elapse between a commencement of the one tournament and a termination of the one tournament;
for each tournament of the tournaments, the following steps (A1) through (A5) are performed:
(A1) selecting the identified players to be included in the tournament;
(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game for the tournament;
(A3) determining one or more winning players for each group;
(A4) establishing a modified version of the game for the tournament by changing a rule of the game for the tournament while retaining another rule of the game for the tournament; and
(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing at least some instances of the game, wherein each of the at least some instances is the modified version of the game;
wherein the players play in the one or more tournaments by communicating on a communications network for providing access to the game instances of the one or more tournaments;
wherein for each of a plurality of the players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for a corresponding one of the game instances, and transmitted on the network to the player when the player plays the corresponding game instance, wherein the corresponding advertising related data is for at least one advertiser;
(ii) a presentation for the corresponding game instance, together with a presentation for the corresponding advertiser related data is presented to the player; and
(iii) at least a portion of data obtained from interactions by the player with an activation of the corresponding game instance is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding game instance, and (iii-b) information for determining an effectiveness of a presentation for the corresponding advertiser related data; and
further including the steps of:
generating electronic game tokens for playing the game, said game tokens played in one or more instances of the game to affect outcomes of the one or more instances;
receiving player identification data prior to at least a first player playing one of the instances of the game, wherein said identification data is used to identify information related to the first player in subsequent instances of the game;
first playing a first instance of the game interactively with the first player and a substantially electronic game playing module, wherein said game playing module plays a first sequence of said game tokens;
second playing a second instance of the game interactively with a second player and said game playing module, wherein said first and second game instances overlap in time, and wherein said game playing module plays a second sequence of game tokens when playing said second instance of the game;
wherein said first and second sequences have at least different game tokens in at least one identical game token position, in each of said first and second sequences; and
presenting to the first player, during said first instance, an advertisement capable of changing to a different advertising presentation when the first player responds to said advertisement, wherein said change to said different advertising presentation does not change an availability to subsequently perform game plays of said first instance.
0. 115. A method for conducting one or more tournaments, comprising:
identifying players requesting to join one of the tournaments, wherein each tournament of the tournaments includes a plurality of instances of a game for playing by each of the players identified, wherein for each of the players, at least one of the following (a) and (b) must be satisfied for the player to complete the one tournament:
(a) a predetermined number of instances of the game must be played by the player in the one tournament;
(b) a predetermined amount of time must elapse between a commencement of the one tournament and a termination of the one tournament;
for each tournament of the tournaments, the following steps (A1) through (A5) are performed:
(A1) selecting the identified players to be included in the tournament;
(A2) grouping the players into groups, wherein for each group, the players therein compete against one another in playing instances of the game for the tournament;
(A3) determining one or more winning players for each group;
(A4) establishing a modified version of the game for the tournament by changing a rule of the game for the tournament while retaining another rule of the game for the tournament; and
(A5) combining the winning players from different groups into one or more new groups for competing against one another in playing at least some instances of the game, wherein each of the at least some instances is the modified version of the game;
wherein the players play in the one or more tournaments by communicating on a communications network for providing access to the game instances of the one or more tournaments;
wherein for each of a plurality of the players (i) through (iii) following hold:
(i) corresponding advertiser related data is combined with information for a corresponding one of the game instances, and transmitted on the network to the player when the player plays the corresponding game instance, wherein the corresponding advertising related data is for at least one advertiser;
(ii) a presentation for the corresponding game instance, together with a presentation for the corresponding advertiser related data is presented to the player; and
(iii) at least a portion of data obtained from interactions by the player with an activation of the corresponding game instance is for providing the one advertiser with one of: (iii-a) information for an advertising related purpose different from playing the corresponding game instance, and (iii-b) information for determining an effectiveness of a presentation for the corresponding advertiser related data;
wherein advertising related information is provided while playing the instances of the game on the communications network, further including the steps of:
performing the following substeps (B1) and (B2) for each player, P, of some of the plurality of the players:
(B1) providing, in response to a request on the communications network by the player P, access to one of the instances, I, of the game for playing by the player P, wherein the one instance I includes a plurality of player plays;
(B2) transmitting one or more advertising related presentations to the player P for presentation during a playing of the one instance I of the game, wherein for at least a duration of time between a pair of some of the player P plays, a first of said one or more advertising related presentations is presented to the player, wherein said first advertising related presentation was not presented to the player P during the one instance I of the game between a different pair of some two of the player P plays, and wherein for at least one of said advertising related presentations, (a) and (b) following hold:
(a) said at least one advertising related presentation has associated therewith network linking information identifying a corresponding one of a plurality of nodes connected to the communications network, said network linking information being identical for transmissions of said at least one advertising related presentation for a plurality of the players; and
(b) said at least one advertising related presentation, when selected by the player P, provides a responsive transmission for transmitting on the communications network, the responsive transmission having corresponding data related to one or more responses by the player P to said at least one advertising related presentation; and
providing advertising related information to a first advertiser for said at least one advertising related presentation, wherein said advertising related information is obtained using said corresponding data for said at least one advertising presentation.
2. A method as claimed in claim 1, wherein at least some of the steps of claim 1 are performed by transmitting communications on a the communications network, wherein each player of the players communicates with a game playing node on the communications network by using a network node the corresponding networked device spaced apart from each of the other of the players, wherein the game playing node selects the corresponding advertiser related data according to a matching of the player's personal characteristics with demographic characteristics identified by the at least one advertiser.
3. A method as claimed in claim 2, wherein said communications network includes a portion of one of an internet network, a cable television network, an interactive television network, and an intranet.
4. The method as claimed in claim 1, wherein said game includes a card game and further including the steps of:
generating electronic card representations for playing the card game;
receiving player identification information prior to at least a first of the plurality of players playing the card game at a first device for communicating on the network, wherein said identification information is used to identify additional information related to the first player for use in subsequent instances of the card game;
first playing a first instance of the card game, in one of said tournaments, between the first player using the corresponding networked device for the first player, and a substantially electronic dealer module, wherein said game playing dealer module is dealt a first sequence of said card representations from a same network site that combines the corresponding advertiser related data with the information for playing the first instance, and then transmits a combined result on the network to the first player;
second playing a second instance of the game between a second of the plurality of players and said dealer module, the second player using the corresponding networked device for the second player for playing the second instance, the corresponding networked devices for the first and second players being different, wherein said first and second card game instances overlap in time and wherein said dealer module is dealt a second sequence of said card representations for playing said second instance of the card game at the same network site;
wherein said first and second sequences dealt to the dealer module have at least different card representations in at least one identical card representation position, in each of said first and second sequences for playing at least a portion of the first and second card game instances that overlap in time.
5. The method as claimed in claim 1, wherein said game includes a card game for playing electronically, further including the steps of:
generating one or more card representations for playing the card game;
first playing a first instance of the card game in one of said tournaments between a first of the plurality of players using the corresponding networked device for the first player, and a dealer module, wherein the first player receives a first sequence of the card representations; from a same network site that combines the corresponding advertiser related data with the information for playing the first instance, and then transmits a combined result on the network to the first player
second playing a second instance of the card game between a second of the plurality of players and the dealer module, the second player using the corresponding networked device for the second player for playing the second instance, the corresponding networked devices for the first and second players being different, wherein said first and second card game instances overlap in time, and wherein the second player receives a second sequence of the card representations from the same network site;
wherein, for an initial series of one or more plays by said first player using said first sequence, when said second player also initially plays said initial series of one or more identical plays using said second sequence, then for corresponding identical plays by said first and second players, their corresponding hands of card representations are identical.
6. The method as claimed in claim 1, wherein advertising related information is provided while playing the instances of said game on a the communications network, further including the steps of:
performing the following substeps (A1) through (A3) (B1) and (B2) for each player, P, of a some of the plurality of the players:
(A1) (B1) providing, in response to a request on the communications network by the player P, access to an instance one of the instances of the game for playing by the user player P, wherein the one instance includes a plurality of player plays;
(A2) (B2) transmitting one or more advertising related presentations to the player P for presentation during a playing of the one instance of the game, wherein for at least a duration of time between a pair of some of the player P plays, a first of said one or more advertising related presentations is presented to the player, wherein said first advertising related presentation was not presented to the player P during the one instance of the game between a different pair of some two of the player P plays, and wherein for at least one of said advertising related presentations, (a) and (b) following hold:
(a) said at least one advertising related presentation has associated therewith network linking information identifying a corresponding one of a plurality of nodes connected to the communications network, said network linking information being identical for transmissions of said at least one advertising related presentation for at least most a plurality of the players; and
(b) said at least one advertising related presentation is capable of providing, when selected by the player P, provides a responsive transmission for transmitting on the communications network, the responsive transmission having corresponding data related to one or more responses by the player P to said at least one advertising related presentation; and
providing advertising related information to a first advertiser for said at least one advertising related presentation, wherein said advertising related information is obtained using said corresponding data for said at least one advertising presentation.
7. The method as claimed in claim 1, wherein said game includes at least one of the following attributes:
(a) an element of chance;
(b) a total number of possible game plays is capable of being determined before playing the game; and
(c) there is an opponent to at least one of the players.
0. 8. The method as claimed in claim 1, wherein a presentation is provided to each of one or more of the players playing in one of said tournaments on a communications network, further including the steps of:
performing for each of the players, steps (A1) through (A3) following:
(A1) providing access to a network server node for allowing network access to a network service, wherein said network server node presents one or more interactive service presentations to each player: (a) during an activation of the network service from a network client node via the network, and (b) substantially a synchronously from most other players, said interactive service presentations providing interactive communications between the player and said network server node via the network;
(A2) presenting concurrently with the interactive service presentations at the network client node, a first advertising presentation for providing information related to one of a purchasable product and a purchasable service, wherein said first advertising presentation is transmitted during the activation of the network service, and said first advertising presentation is capable of being replaced by a different, second advertising presentation for presenting during the activation of the network service, and wherein at least one of said service presentations for presenting on the network client node is determined without regard to which one of said first and second advertising presentations are also transmitted to the player for concurrent presentation;
(A3) receiving data, via a communication on the network, indicative of an action by the player in response to said step of presenting; and
evaluating, using said data, an effectiveness of at least one of said first and second advertising presentations.
9. The method as claimed in claim 1, wherein one of said tournaments is played on a communications network, further including the steps of:
receiving at a game playing node on the network, a contact by each of a the plurality of the players, via a corresponding node on the network the corresponding networked device for the player, for initiating a corresponding one of the game instances between the game playing node and the player's corresponding node, and at least some of said game instances overlap in time;
transmitting interactive game plays between said game playing node and a first of the players, for the corresponding instance of the game;
transmitting from the game playing node to the corresponding node networked device of the first player, the ranking of a second of the players, wherein said ranking is indicative of a proficiency of the second player in playing the game, and said ranking is updated to present a change in said ranking while the first player is playing the game.
10. The method as claimed in claim 1, further including:
generating electronic game tokens for playing the game, said game tokens played in one or more instances of the game to affect outcomes of the one or more instances;
receiving player identification data prior to at least a first player playing one of the instances of the game, wherein said identification data is used to identify information related to the first player in subsequent instances of the game;
first playing a first instance of the game interactively with the first player and a substantially electronic game playing module, wherein said game playing module plays a first sequence of said game tokens;
second playing a second instance of the game interactively with a second player and said game playing module, wherein said first and second game instances overlap in time, and wherein said game playing module plays a second sequence of game tokens when playing said second instance of the game;
wherein said first and second sequences have at least different game tokens in at least one identical game token position, in each of said first and second sequences; and
presenting to the first player, during said first instance, an advertisement capable of changing to a different advertising presentation when the first player responds to said advertisement, wherein said change to said different advertising presentation does not change an availability to subsequently perform game plays of said first instance.
0. 11. The method as claimed in claim 10, wherein one or more of:
(a) said token representations are useful for playing one or more of the following games: blackjack, poker, pia gow, craps, and roulette;
(b) said game tokens include token representations of one or more of: cards, and dice.
12. The method as claimed in claim 1, wherein a presentation related to one of a product and a service is viewed while playing one of said game instances on a the communications network, further including:
communicating with a server network node that provides network access to the game for playing using communications on said communications network;
playing one of said games game instances using communications between a first player node and said server network node;
presenting a first presentation at said first player node, wherein said first presentation is presented between two plays of said one instance of the game and wherein said first presentation is capable of being replaced by a different second presentation without changing a play of said one instance;
detecting an action in response to said first presentation by a first of the players;
transmitting a data item indicative of said action to a second network node not contacted for the playing of the game with the first player;
conducting a network communication between the first player and the second network node, in response to said data item, for information related to the purchase of at least one of: a product and a service.
13. The method as claimed in claim 12, further including, in response to said step of detecting, a step of identifying a network address of the second network node without the first player inputting the network address.
14. The method as claimed in claim 1, wherein advertising is presented on the internet during the playing of one of the tournaments, further including the steps of:
activating by an internet accessible player node, available to a first of the players, an instance of an interactive service available at a first internet accessible node via a first internet connection;
first presenting a first presentation, via the internet, to the first player at said player node, during internet interactions between the first player and the service, wherein said first presentation identifies at least one of a purchasable product and a purchasable service; and wherein said first presentation is: unrequested by the player, and substantially unrelated to a performance of the service by the first player;
transmitting data, via an internet communication, indicative of an action by the first player in response to said step of first presenting;
receiving, via the internet, a second presentation for presenting to the first player, wherein said second presentation is determined using said data, said second presentation also identifying one of a purchasable product and a purchasable service; and
second presenting to the first player said second presentation during the first internet connection.
0. 15. The method as claimed in claim 1, wherein advertising related information is provided while playing one of said tournaments on a communications network, further including the steps of:
contacting a game playing network node by a first of the players at a player network node;
initiating one of the instances of the game by the first player at the player network node, wherein the instance includes a plurality of player plays;
first receiving one or more advertising related presentations by the first player for presentation during a playing of the instance of the game, wherein for at least a duration of time between a pair of some of the first player plays, a first of said one or more advertising presentations is presented at the player network node, wherein said first advertising related presentation is not presented to the first player during the instance of the game between a different pair of some two of the first player plays, wherein at least one of said advertising related presentations is interactive and has network node identifying information for accessing an additional network node different from said game playing network node, said additional network node having an additional presentation responsive to a first player input to said at least one advertising related presentation;
transmitting for said at least one advertising related presentation, player response data to said additional network node, wherein said player response data is related to one or more responses by the first player to said at least one advertising related presentation;
second receiving by the player network node another advertising related presentation providing additional information about a product or service advertised in said at least one advertising related presentation.
0. 16. The method as claimed in claim 1, wherein advertising is presented to the players on a network during one of the tournaments, further including:
for each of one or more of the players accessing the network, the following steps are performed:
first transmitting, from the player, a corresponding request for accessing a providing node of the network, said providing node provides at least a portion of the game, wherein said request has associated therewith a network address for identifying the providing node;
first receiving, from the providing node via the network, said one or more interactive game presentations for presenting on at least a portion of a display of a player node by which the player accesses the network, and wherein said interactive game presentations are interactive, via the network, between the player and said providing node;
first presenting, by the player node, concurrently with at least one of the interactive game presentations, a first advertising presentation for providing information related to one of a product and a service, wherein said first advertising presentation is received via the network from some node of the network, and displayed on at least a portion of said display;
second presenting, by the player node over time, one or more additional advertising presentations, each said additional advertising presentation for providing information related to one of a product and a service, wherein each of at least some of said additional advertising presentations is:
(a) received via the network from said some node, and
(b) displayed on at least a portion of said display without the player providing an input that causes said additional advertising presentation to be displayed;
second transmitting, via the network, data indicative of an action by the player in response to one of said first and said additional advertising presentations, wherein said data is transmitted:
(i) from said player node, and
(ii) to a destination node of the network, said destination node identified at said player node by a destination network address used for transmitting said data;
second receiving, via the network, another presentation for presenting to the player at said player node, wherein said another presentation is responsive to said step of second transmitting.
0. 17. The method of claim 16, wherein one or more of:
(a) said step of second presenting includes periodically transmitting one of said additional advertising presentations to said network player node;
(b) said step of second presenting includes forcing a display of at least one of said additional advertising presentations to be exposed on said display;
(c) at least a portion of said network used in one of said steps first and second receiving and first and second transmitting includes the internet;
(d) at least a portion of said network used in one of said steps of first and second receiving and first and second transmitting communicates using TCP/IP as a network protocol;
(e) said network providing node and said some network node are at a same internet site;
(f) said step of second receiving includes receiving further information related to the product or service of the advertising presentation for which said action by the player is a response;
(g) said network address includes internet addressing information for use in routing the request through the internet to said network providing node;
(h) said step of second presenting includes presenting at least one of said additional advertising presentations concurrently with at least one of said interactive game presentations;
(i) said destination network address is used by a hyperlink for accessing said destination network node;
(j) further including a step of third presenting said another presentation on said network player node, wherein at least a portion of said display maintains a graphical format displayed prior to said step of third presenting;
(k) said destination network node is an internet site for a sponsor of said advertising presentation to which said action by the player is responsive;
(l) said destination network node is an internet site identical to one of: said network providing node, and said some network node.
0. 18. The method of claim 16, wherein at least one of said steps of first and second presenting is in response to a communication: (a) from an internet service provider connecting the user to the network, and (b) to said some network node so that said some network node transmits one or more of: said first advertising presentation, and said additional advertising presentations to the player node.
0. 19. The method as claimed in claim 1, wherein advertising related information is provided while playing one of the tournaments on the internet, further including the steps of:
contacting a game playing internet site by a user at a user internet station;
transmitting user identification information prior to the user playing an instance of the game, wherein said user identification information is used to identify additional personal information related to the user for use during at least one subsequent instance of the game;
initiating said at least one instance of the game by the user at the user internet station, wherein said at least one instance includes a plurality of user plays;
first receiving, by the user, one or more advertising related presentations for presentation during a playing of said at least one instance of the game, wherein at least one of said advertising related presentations accesses internet site identifying information for contacting an additional internet site different from said game playing internet site, said additional internet site having an additional presentation responsive to input by the user to said at least one advertising related presentation;
transmitting, for said at least one advertising related presentation, user response data to said additional internet site, wherein said user response data is indicative of one or more inputs by the user to said at least one advertising related presentation; and
second receiving, by the user internet station, another advertising related presentation providing additional information about a product or service advertised in said at least one advertising related presentation.
21. A method of playing a card game as claimed in claim 20, further including using a result from a completion of said first instance in determining an acceptability of a play by the first user in a third instance of the card game subsequent to said first instance.
22. A method as claimed in claim 21, wherein said step of using includes comparing a requested wager by the first user with an acceptable wager limit, wherein said wager limit is dependent on results from previous instances of the card game played by the first user.
23. A method of playing a card game as claimed in claim 22, further including a step of providing consideration in order to play the card game.
0. 24. A method of playing a card game as claimed in claim 23, wherein said step of providing consideration includes registering at an internet web site.
25. A method of playing a card game as claimed in claim 20, wherein said step of receiving includes providing data related to one or more of: an age, a sex, a financial status, and a location of residence, e-mail address, an educational level, a marital status, an amount of recreational time, a personal taste, a personal habit, size of household, a number of children.
0. 26. A method as claimed in claim 20, wherein said game playing module communicates said card representations via a communications network.
0. 27. A method of playing a card game as claimed in claim 20, wherein advertising is displayed via the communications network to at least one of said first and second users.
0. 28. A method as claimed in claim 20, wherein said game playing module is accessible from an internet web site and said first and second players play the card game with said game playing module using differently addressed internet nodes for accessing said web site.
0. 29. A method as claimed in claim 20, wherein said card representations provided to the first player in said first game instance are interspersed between card representations from said first sequence provided in said first game to said game playing module.
0. 30. A method as claimed in claim 20, wherein card representations provided to the second player in said second game instance are interspersed between card representations from said first sequence.
0. 31. A method as claimed in claim 20, wherein card representations provided to the first player are not played by said second player.
32. A method as claimed in claim 20, wherein a probability of said first and second sequences having identical card representations is substantially equal to chance.
0. 33. A method as claimed in claim 20, wherein said step of first playing includes a plurality of requests by said first player for card representations prior to said step of second playing commencing.
0. 34. A method as claimed in claim 33, wherein said step of generating includes outputting a different substantially random card representation when a card representation is provided.
35. A method as claimed in claim 20, wherein said step of generating includes providing, after a each of a plurality of predetermined time interval intervals, a next one of said card representations as a card representation eligible for play.
0. 36. A method as claimed in claim 35, wherein said predetermined time interval is less than approximately two seconds.
37. A method as claimed in claim 20, wherein said receiving step includes a step of receiving an encoding of a player identification from a player identification input device for the first player.
38. A method as claimed in claim 37, wherein said step of receiving an encoding includes supplying player identification provided on a storage medium that can be electronically read.
39. A method of playing a card game as claimed in claim 20, further including a step of providing consideration in order to play the card game.
0. 40. A method of playing a card game as claimed in claim 39, wherein said step of providing consideration includes registering at an internet web site.
0. 41. A method of playing a card game as claimed in claim 20, wherein said step of receiving includes providing data related to one or more of: an age, a sex, a financial status, a location of residence, e-mail address, an educational level, a marital status, an amount of recreational time, a personal taste, a personal habit, size of household, a number of children.
42. The method of any one of the claims claim 20, wherein for substantially every play of a plurality of game plays for said first instance by the first player, there is a corresponding transmission on a communications network between said game playing module and said first player, wherein said corresponding transmission occurs prior to a subsequent game play by the first user within said first instance.
0. 43. A method of playing a card game electronically, comprising:
generating one or more card representations for playing the card game;
first playing a first instance of the card game between a first player and a game playing module, wherein the first player receives a first sequence of card representations;
second playing a second instance of the card game between a second player and the game playing module, wherein said first and second card game instances overlap in time, and wherein the second player receives a second sequence of card representations;
wherein, for an initial series of one more plays by said first player using said first sequence, when said second player also initially plays said initial series of one or more identical plays using said second sequence, then for corresponding identical plays by said first and second players, their corresponding hands of card representations are identical; and
wherein for substantially every play of said first instance by the first player, there is a corresponding transmission on a communications network between said game playing module and said first player, wherein said corresponding transmission occurs prior to a subsequent game play by the first user within said first instance.
0. 44. A method as claimed in claim 43, wherein said first and second players are playing in a same card game tournament.
0. 45. A method as claimed in claim 43, wherein a card hand for the game playing module when playing with the first player and a card hand for the game playing module when playing with the second player are identical for each play of said initial series of plays played by the first and second players.
0. 46. A method as claimed in claim 43, wherein said step of first playing includes reading an identification card with a card reader for identifying the first player.
0. 47. A method as claimed in claim 43, wherein assuming said second player also initially plays said initial series, for each play of said initial series of one or more identical plays, a card hand for the game playing module when playing with the first player is identical to a corresponding card hand for the game playing module when playing with the second player.
0. 48. A method as claimed in claim 43, wherein different card hands for said first and second players are a result of a different play by said first and second players.
0. 49. A method as claimed in claim 43, wherein said step of first playing occurs in a casino.
51. A method as claimed in claim 50, wherein said communications network provides card representations to at least the first player, via the internet, from a card providing internet accessible node, wherein the following additional steps are included:
transmitting, via the internet, from the card providing internet accessible node, first information related to communications between (a) the card providing internet accessible node, and (b) a first internet accessible node the first networked device from which the first player communicates with the card providing internet accessible node;
wherein said first information is capable of being used in subsequent internet communications between the card providing internet accessible node and the first internet accessible node networked device;
causing said first information to be stored on the first internet accessible node networked device so that it is available in subsequent different internet connections by the first player.
52. A method as claimed in claim 51, wherein said first information is includes a program for receiving advertisement information from said card providing internet accessible node.
53. The method of claim 51 further including a step of receiving, via the internet, at the card providing internet accessible node, second information indicative of said first information being present on said first internet accessible node networked device when said first player has disconnected the first internet accessible node networked device from the internet and subsequently reconnected to the internet.
54. A method as claimed in claim 53, further including a step of maintaining a status of on the card providing internet accessible node a corresponding status of each game (G) of said first and second games so that, at least one of the corresponding statuses for determining a next play of the game G to which the status applies on the corresponding one of the first and second networked devices, wherein each of said first and second games are played with a same effect as if the other of said first and second games were not being played.
55. A method as claimed in claim 50, wherein said step of generating is performed by a card representation generating module for supplying card representations to both the first and second players.
0. 56. A method as claimed in claim 50, wherein said card game is blackjack.
0. 57. A method as claimed in claim 56, further including a step of receiving a request from the first player to stand and a request from the second player for a hit, when the first and second players are provided with a same card representation for their respective blackjack card hands.
0. 58. A method as claimed in claim 56, further including a step of playing a dealer's blackjack hand in each of said first and second games, wherein one of said card representations dealt to the first player in said first game is also dealt to the dealer's blackjack hand in said second game.
59. The method as claimed in claim 50, wherein said step of ceasing is for a time period determined by the first player, and wherein at least one of: (a) during said step of ceasing a card representation that is available for transmission to the first player becomes unavailable; and (b) said step of continuing terminating the playing of the second game by the second player does not change a sequence of card representations received by any other player receiving one or more generated card representations.
60. A method as claimed in claim 59, wherein said step of first transmitting includes transmitting from one of: a World Wide Web server and an internet interface.
61. A method as claimed in claim 50, further including repeatedly performing the following steps:
determining, for at least one of said first and second players, a corresponding opponent's play that is responsive to a play made by the at least one player, and presenting, via a transmission on the communications network, a presentation of the corresponding opponent's play to the at least one player.
62. A method as claimed in claim 61, wherein for the at least one player, said corresponding opponent's play is a dealer's play.
63. A method as claimed in claim 61, wherein said opponent's play is determined without manual intervention during said opponent's play.
64. A method as claimed in claim 61, wherein said step of presenting includes combining, prior to transmission on the network to the at least one player's corresponding one of the first and second networked devices, said representation of the corresponding opponent's play with an advertising presentation for presentation to the at least one player.
65. A method as claimed in claim 64, wherein said step of combining includes choosing the advertising presentation using personal information supplied by indicative of the at least one player.
66. A method as claimed in claim 65, wherein said personal information includes one or more of at least some of: a name, an address, an e-mail address, an age, a sex, a financial status, a location of residence, a marital status, a size of household, a number of children, an educational level, an amount of recreational time, personal tastes, personal habits, and information related to obtained by the destination node monitoring the at least one player's interactions on the communications network with network sites different from the destination node.
67. A method as claimed in claim 64, wherein said step of combining includes determining a first advertising presentation for said first player and a different second advertising presentation for said second player in at least one situation.
0. 68. A method as claimed in claim 50, wherein at least one of said card representations is selectable by one of:
(a) at most one of said first and second players, and
(b) each player during a predetermined time period that said at least one card representation is provided as eligible for play.
0. 69. A method as claimed in claim 68, wherein each said predetermined time is less than approximately two seconds.
0. 70. A method as claimed in claim 50, wherein for a first card representation of said first collection, there is a corresponding identical second card representation in said second collection, wherein the first card representation and the corresponding second card representation are obtained from a same generated card representation.
71. A method as claimed in claim 50, wherein an address of a node providing access to the network for at least one of said first and second players is different from said common address.
72. A method as claimed in claim 50, further including a step of communicating electronically card game information between a module for generating said card representations and said first player playing said first game, wherein the first and second steps of transmitting transmit via a same local area network that connects to a first game playing node used by the first player, and a second game playing node used by the second player.
0. 73. A method as claimed in claim 50, wherein said step of generating includes repeatedly providing a substantially random card representation, wherein each said substantially random card representation is eligible for play for one of:
(a) a corresponding predetermined time period, and
(b) at most one of said first and second players.
74. A method as claimed in claim 50, further including a step of receiving an encoding of a player identification from a player identification input device for the first player before commencing said first game, said player identification device receives said encoding from an identification card read by the player identification device.
75. A method as claimed in claim 50, further including a step of changing a time limit for accepting an input from said first player when said first player desires to change a speed of playing said first game.
76. A method as claimed in claim 50, further including a step of providing a ranking of players of said card game in response to a request from said first player, during the first game, for information related to a ranking of said first player in comparison to other players playing said card game.
0. 77. A method as claimed in claim 50, wherein said step of first playing includes inputting, by said first player, a request for one of said card representations, wherein said request is transmitted using a connection to the internet that is provided at one of: a reduced charge, and free of charge.
78. A method as claimed in claim 50, wherein said step of first playing includes further including steps of:
repeatedly storing, at the destination node via network communications from the first networked device, a current configuration of said first game, wherein , wherein substantially each play of the first game made by the first player is stored;
repeatedly accessing said current configuration is accessible using player identification data provided with each a request, on the network, for wagering by said first player while the first player is playing the first game;
determining a characteristic of each player of the first and second players, the characteristic related to the player's wagering activities; and
presenting information obtained from the characteristics to a third party different from the first and second players.
79. A method as claimed in claim 50, further including a step of determining whether a wager by said first player is acceptable.
80. A method as claimed in claim 50, further including a step of communicating: (a) interactive advertising, and (b) gaming information related to said card game from a site for distributing said gaming information to said first player;
wherein said step of communicating is performed using one of internet transmissions, cable television transmissions, and local area network transmissions.
0. 81. A method of playing a game on the internet, comprising:
first receiving player identification at a game playing internet accessible node (GPIAN) for first and second players;
transmitting, via the internet, from the GPIAN, first information related to communications between: (a) the GPIAN, and (b) a first internet accessible node from which the first player communicates with the GPIAN;
wherein said first information is utilized in subsequent internet communications between the GPIAN and the first internet accessible node;
causing said first information to be stored on the first internet accessible node so that it is available in subsequent different internet connections by the first player;
second receiving, via the internet, at the GPIAN, first responsive information indicative of said first information being present on said first internet accessible node;
first playing with the first player a first game, wherein one or more game play representations are transmitted to the first player via the first internet accessible node;
second playing with the second player a second game, wherein one or more game play representations are transmitted to the second player and from the GPIAN while the first player is playing the first game;
playing of a third game between said GPIAN and the second player, wherein a third collection of one or more game play representations is transmitted to the second player, and wherein the transmissions of the game play representations for the third collection and the first collection overlap in time;
wherein said step of second receiving at the GPIAN occurs when the first player has reconnected the first internet accessible node to the internet after said first information has been stored on the first internet accessible node and said first internet accessible node has disconnected from the internet.
0. 82. A method as claimed in claim 81, further including a step of providing the first player with a game play ranking of the second player.
0. 83. A method of playing a card game, comprising:
generating card representations for playing said card game;
first playing, by a first player in a first game of said card game, a first collection of one or more of said card representations transmitted through a communications network;
changing a time limit for accepting an input from said first player when said first player desires to change a speed of said first game.
0. 84. A method as claimed in claim 83, further including a step of second playing, by a second player in a second game of said card game, a second collection of one or more of said card representations transmitted through the communication network;
wherein said first and second games overlap in time.
0. 85. A method as claimed in claim 84, further including a step of providing the first player with a game play ranking of the second player, said ranking dependent upon an outcome of a plurality of games of said card game played by the second player.
0. 86. A method as claimed in claim 84, further including:
receiving a request for terminating, by the second player, said second game;
continuing to receive, from the first player, responses to play said first game by requesting one or more of said card representations;
commencing, by the second player, to play a third game of said card game, wherein a third collection of one or more of said card representations is received by the second player and wherein reception of said card representations for said additional collection and said third collection overlap in time.
0. 87. A method of playing a game on a communications network, comprising:
receiving, at a game playing node of the network, a request for selecting a pace of play of an instance of the game by a first user at a first node of the network;
first transmitting game plays between said game playing node and the first user using network communications between the game playing node and the first node, wherein at least a second user has played an instance of the game; and
transmitting to the first node a ranking of said second user, wherein the ranking is indicative of a proficiency of the second user in playing the game.
0. 88. A method as claimed in claim 87, wherein said step of transmitting includes receiving a request from the first player for viewing the ranking.
0. 89. A method as claimed in claim 87, wherein the game includes at least one of the following attributes:
(a) an element of chance;
(b) a total number of possible game plays, is capable of being determined before playing the game; and
(c) there is an opponent to at least one of the users.
0. 90. A method as claimed in claim 87, wherein said step of receiving includes changing the pace of play during the instance of the game.
93. A method as claimed in claim 92, further including a step of receiving, at the game playing node, from the first user via the corresponding network node, a request for a ranking of the second user.
0. 94. A method of playing a game on a communications network, comprising:
first receiving, from each of a plurality of users via a corresponding node for the user on the network, a contact at a game playing node on the network, so that each of the users initiates a corresponding instance of the game between the game playing node and the user's corresponding node, and at least some of said instances overlap in time;
second receiving, at the game playing network node from a first of the users via the first user's corresponding network node, a request for selecting a pace of play of the corresponding game instance;
playing, by the first user, the corresponding instance of the game with the game playing node at the pace selected by the first user.
0. 95. An apparatus for playing a game on a network, comprising:
a display area for electronically displaying an instance of the game to a first user;
an input area for allowing the first user to input a game play;
a communications network connection for communicating, on a network, game related information, between: (a) one or more of said display and said input area, and (b) an addressable node on said network accessible by a network address available to said apparatus;
wherein a plurality of users communicate with said addressable node for playing instances of the game; and
wherein between at least a majority of game plays by the first user, there is a game play related network transmission via said communications connection; and
a game speed of play control for allowing the first user to control the pace of the instance of the game.
0. 96. An apparatus as claimed in claim 95, wherein said game speed of play control is capable of reducing and increasing an allotted time within which the first user must input a game play.
0. 97. An apparatus as claimed in claim 95, further including a card reader, wherein when an identification card for identifying the first user is inserted therein, data identifying the user is communicated to the game controller.
0. 98. An apparatus as claimed in claim 95, wherein said input area includes a control that allows the first user to reject a game play previously entered into said apparatus by the first user.
0. 99. An apparatus as claimed in claim 95, wherein said display area includes one or more of the following:
(a) a current state of the instance of the game;
(b) a current state of a game tournament being played, wherein said game tournament includes a plurality of users each playing a plurality of instances of the game;
(c) a description of rules for the game; and
(d) an identifier for identifying the first user.
0. 100. An apparatus as claimed in claim 95, wherein said input area includes one or more controls for entering a wager.
0. 101. An apparatus as claimed in claim 95, wherein said game is blackjack.
0. 102. An apparatus for playing a game on a network, comprising:
a display area for electronically displaying an instance of the game;
an input area for allowing a first user to input a game play for said instance of the game;
a communications network connection for communicating game related information between said apparatus and a game controller, wherein said game controller communicates with said apparatus via a network, said network also connected to additional network nodes for allowing simultaneous play of instances of the game with the game controller by a plurality of users;
a control for allowing the first user to cancel a previously entered wager;
a card reader, wherein when an identification card identifying the first user is provided thereto, data identifying the first user is communicated to the game controller.
0. 103. An apparatus for playing a card game electronically, comprising:
a card generator for generating one or more electronic card representations for playing the card game;
a game playing engine for playing a first electronic instance of the card game between a first player and a substantially electronic dealer module, wherein the first player is dealt a first sequence of the card representations, and wherein a second player plays a second instance of the card game with the dealer module so that said first and second card game instances overlap in time, and wherein the second player receives a second sequence of the card representations; and
wherein, for an initial series of one or more plays by said first player using said first sequence, when said second player also initially plays said initial series of one or more identical plays using said second sequence, then for corresponding identical plays by said first and second players, their corresponding hands of card representations are identical.
0. 104. An apparatus for playing a card game electronically, comprising:
a card generator for generating card representations for playing said card game electronically;
a game playing engine for playing said card game with a plurality of players simultaneously, wherein said game playing engine transmits, for each player, a corresponding collection of one or more of said card representations through a communications network to the player;
a timer in operative communication with said game playing engine for changing a time limit for accepting an input from a first of said players when said first player transmits a communications network request to change a speed of play of said game.
0. 105. The apparatus of claim 104, further including a means for changing a speed of play for the first player without changing a speed of play for a second of said players, wherein the first and second players are playing the same game simultaneously.
0. 106. The method of claim 20, wherein the advertiser related data is combined with information for a corresponding one of the first and second game instances, and transmitted on the network to the player when the player plays the corresponding game instance.
0. 107. The method of claim 92, wherein the at least a portion of the data obtained from game instance interactions, for at least one of the first and second users, is used in providing the one advertiser with one of: information indicative of user interest in a product or service.
0. 108. The method of claim 91, wherein the at least a portion of the data obtained from interactions by the player is used for monitoring an activated hyperlink for the presentation obtained as a consequence of the corresponding advertiser related data being received at a corresponding network node for the player.
0. 109. The method of claim 92, wherein the at least a portion of the data obtained from game instance interactions, for at least one of the first and second users, is used in providing the one advertiser with an indication of a personality characteristic of the least one user.
0. 111. The method of claim 110, wherein the presentation for the corresponding advertiser related data has associated therewith internet linking information identifying a corresponding one of a plurality of internet sites connected to the internet, the internet linking information being identical for transmissions of the presentation for the corresponding advertiser related data to a plurality of players; and
wherein the presentation for the corresponding advertiser related data is capable of providing, from an input thereto by the first player, a responsive transmission for transmitting on the internet, the responsive transmission having corresponding data related to the input by the first player to the presentation for the corresponding advertiser related.
0. 112. The method of claim 110, further including the steps of:
transmitting additional corresponding advertiser related data to the first player for presentation during a playing of the first game, wherein for at least a duration of time between a pair of some of the first player plays, an additional presentation for the additional corresponding advertiser related data is presented to the first player, wherein the additional presentation was not presented to the first player between a different pair of some two of the first player plays, and
wherein for the additional presentation, (a) and (b) following hold:
(a) the additional presentation has associated therewith internet linking information identifying a corresponding one of a plurality of internet sites; and
(b) when activated by the first player, the internet linking information provides the first player with an internet response providing further information related to the additional presentation.
0. 113. The method of claim 110, wherein at least a portion of data obtained from interactions by the first player with the presentations for the information for playing the first game provides the at least one advertiser with one of: (a) information for an advertising related purpose different from playing the first game, and (b) information for determining an effectiveness of the presentation for the corresponding advertiser related data.
0. 114. The method as claimed in claim 110, further including transmitting from the PGIAN data related to a different second advertising presentation that is presented unrequestedly to one of the first and second players during a game being played.

The present application claims priority from U. S. Provisional Application No. 60/058,006, filed Aug. 27, 1997. This is a continuation-in-part application of pending prior application Ser. No. 09/105,401 filed Jun. 26, 1998, substantially to an alternative embodiment of the present invention presented in FIG. 8 FIGS. 8A and 8B, wherein the game/advertisement web site 308 coordinates with a third party Internet access service provider 810 (or interactive cable television provider) for providing Internet 324 (cable television) access to users on a reduced cost or free basis once a user has registered with the web server 340 (cable television provider). That is, the game/advertisement web site 308 contacts the user's Internet service provider and arranges to subsidize the user's Internet service charges in return for the gaming advertisement web site 308 being able to repeatedly download to the user's Internet client node 318 (or alternatively, interactive cable television node), unrequested information such as advertising for presentation to the user.

Accordingly, a prospective user of the present invention can sign up or register with the game/advertisement web site 308 for reduced Internet service fees by dialing into an Internet service provider 810 with normal serial dialing and after gaining Internet access, subsequently log on to the web site 308 as a user identified by the generic user identifier “NEW.” Each user identified by “NEW” is forced into a connection with an enrollment or registration program so he/she can provide information requested by the present invention that can subsequently be used in determining which advertising to present to this user according to, for example, advertiser preferences. Thus, when registration is completed, the present embodiment of the invention downloads, for example, an ad viewer program 812 and a communications daemon (e.g., ad receiver daemon 806) to the user's Internet client node 318, wherein this daemon allows the game/advertisement web site 308 to download to the user's Internet client node 318 unrequested information such as advertising repeatedly. Accordingly, assuming the daemon 806 is installed, the user may access not only the gaming and advertisement services of the web site 308, but also access substantially the entire Internet through the web site 308 at a reduced cost. Thus, whenever the end user processor 318 connects with the Internet service provider 810, the game/advertisement web site 308 is alerted by the Internet service provider 810 and the DISPLAY ENGINE 622 starts up the downloaded daemon 806 via Internet communications with the user's Internet client node 318. Subsequently, the DISPLAY ENGINE 622 periodically sends selected advertising to the daemon 806. Accordingly, the daemon 806 utilizes the ad viewer program 812 to coordinate the display of the advertising presentation.

Note that various alternative embodiments related to the architecture and functionality of FIG. 8 FIGS. 8A and 8B are also within the scope of the present invention. For example, instead of communicating with a plurality of third-party Internet service providers 806 for determining when users registered with the present invention are accessing the Internet via subsidized Internet connections, the game/advertisement web site 308 may include or be related to a dedicated Internet service provider 806 so that when a user registers with the present invention, the user is provided with a new Internet access code for the dedicated Internet service provider 806 and the user's Internet access fees may be subsidized.

However, regardless of how the present invention subsidizes Internet access, the game/advertisement controller 604 is notified whenever each subsidized user connects to the Internet or disconnects from the Internet. Additionally, certain reliability features are included in the daemon 806 and ad view program 812 for assuring that advertising is indeed presented to the user. For example, there may be periodic transmissions from each subsidized user's Internet client node 318 to the web site 308 verifying that both the daemon 806 and the ad view program 812 are active. Note that whenever any advertising is received at the user's Internet client node 318, the daemon 806 transfers the advertising to the ad viewer program 812 which, in turn, converts the transmitted information to a displayable format and forces the display of the user's Internet client node 318 to present the advertising unobscured to the user.

Additionally, note that in certain contexts the DISPLAY ENGINE 622 may transmit a message to an Internet Service Provider 806 indicating that no further Internet access will be subsidized due to a predetermined number of advertising presentation display failures.

In another embodiment of the present invention, game tournaments may be provided, wherein the players of such a tournament play instances of a game on a communications network such as the Internet, a cable network, an interactive television network, or an intranet (such as in a casino). Such game tournaments provide for the playing of a plurality of instances of a game by each of a plurality of players. In general, a tournament is a multi-level structure, wherein at a first level players are grouped within the tournament into groups and the players within a group compete against one another when playing one or more instances of the game. At a higher level of the tournament, winning players from a lower level (e.g., the first level hereinabove) are partitioned into one or more groups such that for each of these new groups, the players within the group compete against one another by playing instances of the game, or, alternatively, by playing instances of a modified version wherein one or more rules of the game are changed (such as described hereinabove when discussing blackjack).

Below is a brief itemization of some of the novel tournament aspects of the present invention.

The foregoing discussion of the invention has been presented for purposes of illustration and description. Further, the description is not intended to limit the invention to the form disclosed herein. Consequently, variation and modification commiserate with the above teachings, within the skill and knowledge of the relevant art, are within the scope of the present invention. The embodiment described hereinabove is further intended to explain the best mode presently known of practicing the invention and to enable others skilled in the art to utilize the invention as such, or in other embodiments, and with the various modifications required by their particular application or uses of the invention.

Goldberg, Sheldon F., Antwerp, John Van

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