Play For Fun Network Gaming System And Method
14 Assignments
0 Petitions
Accused Products
Abstract
A network based play for fun gaming system and method that includes allocating a first number of achievable elements to said player based at least in part on at least one of a number of games completed by a user, a total amount of said wagers of said player in one or more games, and/or a total amount of winnings and/or losses by a player, wherein said achievable elements do not affect the game outcome. The achievable elements may also be purchased by a player and used to unlock additional features, speed play, assign additional players, provide additional features, provide additional bonuses, and/or provide a user the option to modify the player'"'"'s play for fun experience.
19 Citations
20 Claims
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1. (canceled)
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2. A method, comprising:
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receiving a first request to play a game over a computer network; generating a second request to a deck server for random game pieces according to rules of said game; receiving said random game pieces from said deck server, wherein said random game pieces are received after receiving all end user activity related to said game according to said rules of said game; generating an outcome based upon said random game pieces and said rules of said game; and allocating a first number of achievable elements based at least in part on at least one of a number of rounds of said game completed or a time played, wherein said achievable elements do not affect said outcome. - View Dependent Claims (3, 4, 5, 6, 7, 8)
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9. A method, comprising:
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receiving a first request to play a game over a computer network; generating a second request to a deck server for random game pieces according to rules of said game; receiving said random game pieces from said deck server, wherein said random game pieces are received after receiving all end user activity related to said game according to said rules of said game; generating an outcome based upon said random game pieces and said rules of said game; and allocating first number of achievable elements to an end user based at least in part on at least one of a number of said games completed by the end user, a total amount of wagers of said end user in one or more games, a total amount of winnings by said end user, and/or a total amount of losses by said end user, wherein said achievable elements do not affect said outcome.
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10. A gaming system, for enabling secure client-server online gaming environment, comprising:
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a gaming platform configured to support a play of a game via a computer network, comprising; a game rules server configured to administer a set of game rules for said game via said computer network; and a deck server configured to randomly select game pieces in response to a request from said game rules server; wherein said game rules server configured to generate an outcome based upon said game pieces and said rules of said game; and wherein said gaming platform allocates a first number of achievable elements based at least in part on at least one of a number of said games completed or a time played wherein said achievable elements do not affect said outcome. - View Dependent Claims (11, 12, 13, 14, 15, 16)
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17. A gaming system, for enabling secure client-server online gaming environment, comprising:
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a gaming platform configured to support a play of a game via a computer network, comprising; a game rules server configured to administer a set of game rules for said game via said computer network; and a deck server configured to randomly select game pieces in response to a request from said game rules server; wherein said game rules server configured to generate an outcome based upon said game pieces and said rules of said game; and wherein said gaming platform allocates a first number of achievable elements to an end user based at least in part on at least one of a number of said games completed, a total amount of said wagers of said end user in one or more games, a total amount of winnings by said end user, or a total amount of losses by said end user wherein said achievable elements do not affect said outcome.
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18. A method for administering a computer-implemented game, comprising:
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assigning, via a computer network, an initial amount of non-monetary credits to a player; providing access to a wagering game permitting said player to wager said non-monetary credits; awarding a payout of said non-monetary credits to said player when said player wins according to rules of said wagering game; defining a recurring amount of said non-monetary credits available to said player within a predetermined period of time; accepting a monetary payment from said player for an additional amount of said non-monetary credits; and allocating said additional amount of said non-monetary credits to said player in exchange for said monetary payment, wherein said additional amount of said non-monetary credits enables said player to receive said non-monetary credits in excess of said recurring amount of said non-monetary credits available to said player in said predetermined period of time.
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19. A method for administering a computer-implemented game, comprising:
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providing access, via a computer network, to a wagering game permitting a player to wager a non-monetary credits; assigning a recurring predetermined amount of said non-monetary credits within each predetermined time interval to said player; accepting a monetary payment from said player for an additional amount of said non-monetary credits within a current predetermined time interval; and allocating said additional amount of said non-monetary credits to said player in exchange for said monetary payment.
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20. A method for administering a computer-implemented game, comprising:
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providing, via a computer network, a player with an access to a game; assigning a recurring predetermined duration of playtime for said game within each predetermined time interval to said player; accepting a monetary payment from said player for an additional duration of playtime for said game within a current predetermined time interval; and allocating said additional duration of playtime to said player in exchange for said monetary payment.
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Specification