WO2005110570A1 - Internet virtual golf game - Google Patents

Internet virtual golf game Download PDF

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Publication number
WO2005110570A1
WO2005110570A1 PCT/AU2005/000697 AU2005000697W WO2005110570A1 WO 2005110570 A1 WO2005110570 A1 WO 2005110570A1 AU 2005000697 W AU2005000697 W AU 2005000697W WO 2005110570 A1 WO2005110570 A1 WO 2005110570A1
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WO
WIPO (PCT)
Prior art keywords
playing
sports
players
play
game
Prior art date
Application number
PCT/AU2005/000697
Other languages
French (fr)
Inventor
Dale Richardson
Original Assignee
V-Protour Pty Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by V-Protour Pty Ltd filed Critical V-Protour Pty Ltd
Publication of WO2005110570A1 publication Critical patent/WO2005110570A1/en

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Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates broadly to a method of playing a sports game on a communication network and relates particularly, though not exclusively, to a method of playing interactive golf on the Internet.
  • a method of playing a sports game comprising the steps of: a player registering to play the sports game on a communication network; and the registered player playing a qualifying sports event on said network and, depending on their performance, qualifying to play further on the communication network in a subsequent sports event.
  • the communication network is the worldwide web and the sports event is played on a website of an elite sportsperson or team.
  • the communication network includes digital television including interactive television.
  • the subsequent sports event, played on the website of the elite sportsperson or team is designed by the elite sportsperson or team. More preferably the sports event is designed in conjunction with the elite sportsperson.
  • the registered or qualified players play in real time, or virtual real time, against each other.
  • the player registers with a certified sporting body to play the sports game.
  • the registered player plays other registered players in the qualifying sports event to become a qualified player.
  • playing of the series of subsequent sports events on the sports tour involves playing on the communication network against the other qualified players. More preferably this may also involve playing against the elite sportsperson or team.
  • the qualified player applies with the certified sporting body which invites a selection of the qualified players to play on the tour.
  • either the player or the qualified player is required to pay a fee in order to be eligible to play either the qualifying sports event or the subsequent sports event, respectively. More preferably the fee is paid to the certified sporting body.
  • the qualified player earns money whilst playing the subsequent sports event. More preferably the money earned is dependent on the qualified player's performance in said sports event.
  • the method further comprises the step of the player playing preliminary events on the communication network either with themselves or other players. More preferably, depending on their performance in the preliminary events, said player is made eligible to register with the certified sporting body.
  • the communication network is the worldwide web and the game is played on the Internet.
  • the sports game may be golf, tennis, sailing, motor sports, football/soccer, Australian football, gridiron, rugby league, rugby union, field hockey, ice hockey, basketball, baseball, handball, showjumping, or horseracing.
  • Figure 1 is a flow chart illustrating the general steps involved in playing the game
  • Figure 2 is a flow chart depicting a supplementary method of playing the game
  • Figure 3 shows an example of the manner in which events are grouped as tours and the tours linked
  • Figure 4 is a flow chart representing a combination of Figures 1 to 3 where in this example golf is played across the communication network.
  • a sports game in this example golf
  • a communication network such as the Internet.
  • the invention extends to games other than golf which lend themselves to play across a communication network and the network need not be restricted to the Internet but may for example include a telecommunication wired or wireless network, a television cable or satellite network, other forms of computer networks such as local area networks (LAN), or digital or interactive television.
  • LAN local area networks
  • players engage in preliminary play of in this example golf across the Internet;
  • the players then apply to a certified body, such as a Virtual ProTour Association (VPTA), to obtain registration to play qualifying events against other players across the Internet;
  • VPTA Virtual ProTour Association
  • the selected players play the subsequent events, which preferably take the form of a tour, across the Internet.
  • the golf game is played in real time with other players. It may also be possible for players to play in virtual real time where in fact they are not simultaneously playing each other, where for example this may be difficult for international players playing in different global time zones.
  • Players may be given a predetermined timeframe, such as 5 days, in which to compete in a game or, in the case of golf, a tournament. This is to be understood as playing in virtual real time.
  • the golf or other game will be played as either a simulated or virtual reality game.
  • This game is generally played on a PC although it could also be played on a console of a video gaming system such as a Microsoft Xbox or Sony PlayStation.
  • the game may also be deployed or played using virtual reality equipment where the system detects the players' actual movement in playing the game.
  • the virtual reality equipment may also extend to holographic scanning or imaging systems.
  • the on-line game is administered by the VPTA who amongst other things will accept applications from registered players to play qualifying events.
  • the VPTA will register a player where for instance they meet membership requirements (including a minimum score from preliminary play of the on-line sports game), and pay a registration membership fee to the VPTA.
  • the VPTA may also contract professional and elite golfers such as Davis Love (III), Stuart Appleby, K J Choi, Brad Faxon, Shigeki Maruyama and Spotify Clarke to design one or more tailored courses which will be played by qualifying and selected players in subsequent events on a VPTA tour.
  • the course or game may be designed by the VPTA.
  • the sports event may also be "designed" so that the traditional rules of play are adapted or changed to make the game more attractive and enticing to play. This may include changing the arena, stadium or field in which the game is played whilst most likely retaining the basic structure.
  • the game may also be tailored to specific behaviours of elite sportsmen and sportswomen and this may involve mimicking their behaviours, such as the manner in which they celebrate victory or success.
  • Those players registered with the VPTA play other players in qualifying events.
  • the tours may be based on a similar format to actual professional golf tours and in this instance may be linked as a virtual tour of for example six (6) tours.
  • Each of the on-line tours will include a series of tournaments or events, each event may be designed or tailored by an elite/professional golfer.
  • each of the qualified players will be required to pay a fee to compete in the virtual tour and the VPTA or other certifying body will issue a tour card.
  • the tour card will remain current for a set period such as one year and will be reissued for a predetermined number of players from the previous year's tour performance. If the tour players do not automatically make the money ranking qualification from the previous year they must re qualify.
  • players eliminated from the tour may elect to play against one another in tournaments. These tournaments are not part of the VPTA tour and do not serve as qualifying tournaments for the tour. It is possible for other players to apply via the VPTA for these tournaments. These other players may include players of the preliminary games played across the Internet.
  • the professional tournaments are in this example "hosted" by a professional golfer across the communication network, in this case the Internet. Players will generally play the professional tournament on the official website of the host professional and the game will be played in real time.
  • the host professional may have their sponsors mail out invitations and players may be enticed by the opportunity to qualify for a tour card of the preceding aspect of the invention.
  • the golf tournaments from each of the tours, in this example the VPTA tour are most preferably played across the Internet in real time or virtual real time.
  • the certifying body, or in this instance the VPTA publish a calendar of events including these tour events that allow not only the tour players but also preferably one or more professional/elite golfers to compete against one another.
  • the qualified players are eligible to earn money on the VPTA tour and the money earned is dependent on their performance in the subsequent events of the tour.
  • the tour can thus be run across the Internet as a professional tour.
  • the tournament may have been designed and as such branded by one particular elite golfer and typically it is the elite golfer who may elect to compete against the other on-line tour players in real time.
  • the tour players may access these tour events via the elite/professional golfer's websites.
  • the certifying or administrative body such as the VPTA will design courses/games for the qualifying events and access to these events will be via the VPTA website.
  • the VPTA website will also permit registration and payments from players both at the qualifying and tour stages and will otherwise monitor and publish rankings and tour results/points from tour events.
  • the on-line tournament tours may also be linked to and promoted on each of the existing tour websites.
  • Figure 4 represents a combination of Figures 1 to 3 and is intended to more completely illustrate the method of playing a game of golf across a communications network in accordance with this embodiment of the invention.
  • a player joins the VPTA and chooses to either: (i) play qualifying events; or (ii) apply for membership to a nominated golf course.
  • the nominated golf course is hosted by a professional player and allows members to play on- line against other course members. If the player elects to play qualifying events they can, depending on their performance, receive a VPTA card which allows them to play tournaments.
  • the VPTA card may be issued at various levels, such as novice, intermediate and championship levels, and the VPTA tournaments will generally be played on the website of the host professional player or elite sportsperson or team.
  • the qualified VPTA tour players will earn ranking points and these points will periodically be reviewed. Those with the requisite points or ranking will retain their VPTA card. If VPTA tour players do not have sufficient ranking points they may choose to either: (i) return to play VPTA qualifying events and requalify for the tour, or (ii) apply for membership to play a professional golfer's course on-line.
  • the VPTA tours may be regional.
  • the described method for playing interactive golf across the Internet provides the following revenue opportunities:
  • advertising and "click revenue” including the ability to download software on websites connected with the game including tour sites both actual and virtual, the VPTA site, and websites of elite golfers involved in the game.
  • the sports game need not be restricted to golf but may extend to other games which can be played against other players and in which players can move from preliminary to qualifying events in a hierarchical structure.
  • the game need not be deployed across the Internet but may be played across other communications networks. All such variations and modifications are to be considered within the scope of the present invention the nature of which is to be determined from the foregoing description.

Abstract

The present invention relates to generally to a method of playing a sports game, such as golf, on a communication network, such as the internet. In the preferred embodiment the method of play involves the following general steps: 1. players engage in preliminary play of, in this example, golf across the internet; 2. the players then apply to a certified body to obtain registration to play qualifying events against other players across the internet; 3. registered players then play one or more qualifying events across the internet against other registered players with the intention of qualifying to play in subsequent events of a golf tour; 4. the certified body select and invite qualified players from the qualifying events to play in subsequent events across the internet; and 5. the selected players play the subsequent events, which preferably take the form of a tour, across the internet.

Description

INTERNET VIRTUAL GOLF GAME
FIELD OF THE INVENTION
The present invention relates broadly to a method of playing a sports game on a communication network and relates particularly, though not exclusively, to a method of playing interactive golf on the Internet.
BACKGROUND OF THE INVENTION
It is recognised that there exists a plethora of digital games played on a television or computer. These games include simulated sports games such as those described in the prior art and disclosure of US patent No. 4,504,055. This US patent relates specifically to an apparatus for simulating the playing of a golf game where for example the game can be varied to simulate different weather and/or course conditions. The idea is that the game more closely simulates actual conditions under which golf may be played.
There is also a diverse range of interactive games which can be played across the Internet. These games may be played by one or more players and in the example of US patent No. 6,227,974 can involve the actual movement or action of the player(s) by using virtual reality equipment.
SUMMARY OF THE INVENTION
According to one aspect of the present invention there is provided a method of playing a sports game, said method comprising the steps of: a player registering to play the sports game on a communication network; and the registered player playing a qualifying sports event on said network and, depending on their performance, qualifying to play further on the communication network in a subsequent sports event.
Preferably the communication network is the worldwide web and the sports event is played on a website of an elite sportsperson or team. Alternatively the communication network includes digital television including interactive television. Preferably the subsequent sports event, played on the website of the elite sportsperson or team, is designed by the elite sportsperson or team. More preferably the sports event is designed in conjunction with the elite sportsperson.
Preferably the registered or qualified players play in real time, or virtual real time, against each other.
Preferably the player registers with a certified sporting body to play the sports game.
Preferably the registered player plays other registered players in the qualifying sports event to become a qualified player.
Preferably playing of the series of subsequent sports events on the sports tour involves playing on the communication network against the other qualified players. More preferably this may also involve playing against the elite sportsperson or team.
Preferably the qualified player applies with the certified sporting body which invites a selection of the qualified players to play on the tour.
Preferably either the player or the qualified player is required to pay a fee in order to be eligible to play either the qualifying sports event or the subsequent sports event, respectively. More preferably the fee is paid to the certified sporting body.
Preferably the qualified player earns money whilst playing the subsequent sports event. More preferably the money earned is dependent on the qualified player's performance in said sports event.
Preferably the method further comprises the step of the player playing preliminary events on the communication network either with themselves or other players. More preferably, depending on their performance in the preliminary events, said player is made eligible to register with the certified sporting body.
Preferably the communication network is the worldwide web and the game is played on the Internet. The sports game may be golf, tennis, sailing, motor sports, football/soccer, Australian football, gridiron, rugby league, rugby union, field hockey, ice hockey, basketball, baseball, handball, showjumping, or horseracing.
BRIEF DESCRIPTION OF THE FIGURES
In order to achieve a better understanding of the nature of the present invention a preferred embodiment of a method of playing a sports game on a communication network will now be described, by way of example only, with reference to the accompanying drawings in which:
Figure 1 is a flow chart illustrating the general steps involved in playing the game;
Figure 2 is a flow chart depicting a supplementary method of playing the game;
Figure 3 shows an example of the manner in which events are grouped as tours and the tours linked; and
Figure 4 is a flow chart representing a combination of Figures 1 to 3 where in this example golf is played across the communication network.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
As shown in the flow chart of Figure 1 and according to the present invention there is a method of playing a sports game, in this example golf, on a communication network, such as the Internet. However, it will be appreciated that the invention extends to games other than golf which lend themselves to play across a communication network and the network need not be restricted to the Internet but may for example include a telecommunication wired or wireless network, a television cable or satellite network, other forms of computer networks such as local area networks (LAN), or digital or interactive television.
In the preferred embodiment the method of play involves the following general steps:
(i) players engage in preliminary play of in this example golf across the Internet; (ii) the players then apply to a certified body, such as a Virtual ProTour Association (VPTA), to obtain registration to play qualifying events against other players across the Internet;
(iii) registered players then play one or more qualifying events across the Internet against other VPTA registered players with the intention of qualifying to play in subsequent events of a golf tour;
(iv) the VPTA select and invite qualified players from the qualifying events to play in subsequent events across the Internet; and
(v) the selected players play the subsequent events, which preferably take the form of a tour, across the Internet.
In this embodiment, the golf game is played in real time with other players. It may also be possible for players to play in virtual real time where in fact they are not simultaneously playing each other, where for example this may be difficult for international players playing in different global time zones. Players may be given a predetermined timeframe, such as 5 days, in which to compete in a game or, in the case of golf, a tournament. This is to be understood as playing in virtual real time.
It is expected that the golf or other game will be played as either a simulated or virtual reality game. This game is generally played on a PC although it could also be played on a console of a video gaming system such as a Microsoft Xbox or Sony PlayStation. The game may also be deployed or played using virtual reality equipment where the system detects the players' actual movement in playing the game. The virtual reality equipment may also extend to holographic scanning or imaging systems.
In this example, the on-line game is administered by the VPTA who amongst other things will accept applications from registered players to play qualifying events. The VPTA will register a player where for instance they meet membership requirements (including a minimum score from preliminary play of the on-line sports game), and pay a registration membership fee to the VPTA. The VPTA may also contract professional and elite golfers such as Davis Love (III), Stuart Appleby, K J Choi, Brad Faxon, Shigeki Maruyama and Darren Clarke to design one or more tailored courses which will be played by qualifying and selected players in subsequent events on a VPTA tour. Alternatively, the course or game may be designed by the VPTA. The sports event may also be "designed" so that the traditional rules of play are adapted or changed to make the game more attractive and enticing to play. This may include changing the arena, stadium or field in which the game is played whilst most likely retaining the basic structure. The game may also be tailored to specific behaviours of elite sportsmen and sportswomen and this may involve mimicking their behaviours, such as the manner in which they celebrate victory or success.
Those players registered with the VPTA play other players in qualifying events. There may be up to six (6) qualifying events and those events allow players, depending on their performance, to qualify to play in subsequent events, together forming a series of events in a virtual tour. As shown in Figure 3 the tours may be based on a similar format to actual professional golf tours and in this instance may be linked as a virtual tour of for example six (6) tours. Each of the on-line tours will include a series of tournaments or events, each event may be designed or tailored by an elite/professional golfer.
Generally, each of the qualified players will be required to pay a fee to compete in the virtual tour and the VPTA or other certifying body will issue a tour card. The tour card will remain current for a set period such as one year and will be reissued for a predetermined number of players from the previous year's tour performance. If the tour players do not automatically make the money ranking qualification from the previous year they must re qualify.
Alternatively, and as shown in Figure 2, players eliminated from the tour may elect to play against one another in tournaments. These tournaments are not part of the VPTA tour and do not serve as qualifying tournaments for the tour. It is possible for other players to apply via the VPTA for these tournaments. These other players may include players of the preliminary games played across the Internet. The professional tournaments are in this example "hosted" by a professional golfer across the communication network, in this case the Internet. Players will generally play the professional tournament on the official website of the host professional and the game will be played in real time. The host professional may have their sponsors mail out invitations and players may be enticed by the opportunity to qualify for a tour card of the preceding aspect of the invention. The golf tournaments from each of the tours, in this example the VPTA tour, are most preferably played across the Internet in real time or virtual real time. The certifying body, or in this instance the VPTA, publish a calendar of events including these tour events that allow not only the tour players but also preferably one or more professional/elite golfers to compete against one another. The qualified players are eligible to earn money on the VPTA tour and the money earned is dependent on their performance in the subsequent events of the tour. The tour can thus be run across the Internet as a professional tour. In the tour events described earlier the tournament may have been designed and as such branded by one particular elite golfer and typically it is the elite golfer who may elect to compete against the other on-line tour players in real time.
It is expected that the elite golfers will "build" their own courses and games. The tour players may access these tour events via the elite/professional golfer's websites. The certifying or administrative body such as the VPTA will design courses/games for the qualifying events and access to these events will be via the VPTA website. The VPTA website will also permit registration and payments from players both at the qualifying and tour stages and will otherwise monitor and publish rankings and tour results/points from tour events. The on-line tournament tours may also be linked to and promoted on each of the existing tour websites.
Figure 4 represents a combination of Figures 1 to 3 and is intended to more completely illustrate the method of playing a game of golf across a communications network in accordance with this embodiment of the invention. In this example, a player joins the VPTA and chooses to either: (i) play qualifying events; or (ii) apply for membership to a nominated golf course.
The nominated golf course is hosted by a professional player and allows members to play on- line against other course members. If the player elects to play qualifying events they can, depending on their performance, receive a VPTA card which allows them to play tournaments. The VPTA card may be issued at various levels, such as novice, intermediate and championship levels, and the VPTA tournaments will generally be played on the website of the host professional player or elite sportsperson or team. The qualified VPTA tour players will earn ranking points and these points will periodically be reviewed. Those with the requisite points or ranking will retain their VPTA card. If VPTA tour players do not have sufficient ranking points they may choose to either: (i) return to play VPTA qualifying events and requalify for the tour, or (ii) apply for membership to play a professional golfer's course on-line.
As schematically shown in Figure 4, the VPTA tours may be regional.
The described method for playing interactive golf across the Internet provides the following revenue opportunities:
1. membership to the VPTA qualifying events, tours and/or members only tournaments;
2. entry fees to play in each of the tournaments or events of each of the tours;
3. membership and green fees for each of the virtual golf courses that together make up the courses for each of the VPTA tours;
4. advertising and "click revenue" including the ability to download software on websites connected with the game including tour sites both actual and virtual, the VPTA site, and websites of elite golfers involved in the game.
5. sponsorship from branding of individual events/tournaments and /or the tour, for example "the VPTA Product Name Tour"; and
6. advertising on the virtual golf courses of each of the tournament.
Now that a preferred embodiment of the present invention has been described in some detail it will be apparent to those skilled in the art that the method of playing a sports game on a communication network has at least the following advantages:
1. it provides a realistic and exciting way in which a sports game can be interactively played across a communication network, such as the Internet;
2. it allows on-line players to progress through one or more stages to a select sports tour and to play other qualifying players in tour events; 3. elite sportspersons can involve themselves in these interactive games by playing qualifying players and/or designing sports events for the tour;
4. the opportunity for a certifying/administrative body, elite sportspersons and/or players to generate revenue from the on-line interactive game; and
5. the game when hosted on an elite sportsperson 's website naturally increases and enhances their support base and public profile.
Those skilled in the art will appreciate that the invention described herein is susceptible to variations and modifications other than those specifically described. For example, the sports game need not be restricted to golf but may extend to other games which can be played against other players and in which players can move from preliminary to qualifying events in a hierarchical structure. The game need not be deployed across the Internet but may be played across other communications networks. All such variations and modifications are to be considered within the scope of the present invention the nature of which is to be determined from the foregoing description.
All publications mentioned in this specification are herein incorporated by reference. Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is solely for the purpose of providing a context for the present invention. It is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present invention as it existed anywhere before the priority date of each claim of this application.

Claims

1. A method of playing a sports game, said method comprising the steps of: a player registering to play the sports game on a communication network; and the registered player playing a qualifying sports event on said network and, depending on their performance, qualifying to play further on the communication network in a subsequent sports event.
2. A method of playing a sports game as claimed in claim 1 wherein the communication network is the worldwide web and the sports event is played on a website of an elite sportsperson or team.
3. A method of playing a sports game as claimed in claim 2 wherein the subsequent sports event, played on the website of the elite sportsperson or team, is designed by the elite sportsperson or team.
4. A method of playing a sports game as claimed in any one of the preceding claims, wherein the registered or qualified players play in real time, or virtual real time, against each other.
5. A method of playing a sports game as claimed in any one of the preceding claims, wherein the registered player plays other registered players in the qualifying sports event to become a qualified player.
6. A method of playing a sports game as claimed in any one of the preceding claims, wherein the player registers with a certified sporting body to play the sports game.
7. A method of playing a sports game as claimed in any one of the preceding claims wherein the subsequent sports event is one of a series of said events on a sports tour.
8. A method of playing a sports game as claimed in claim 7, wherein playing of the series of subsequent sports events on the sports tour involves playing on the communication network against the other qualified players.
9. A method of playing a sports game as claimed in claim 8 (when it depends on claim 2), wherein playing on the sports tour involves playing against the elite sportsperson or team.
10. A method of playing a sports game as claimed in either of claims 8 or 9, wherein the qualified player applies with the certified sporting body which invites a selection of the qualified players to play on the tour.
11. A method of playing a sports game as claimed in any one of claims 3 to 10, wherein either the player or the qualified player is required to pay a fee in order to be eligible to play either the qualifying sports event or the subsequent sports event, respectively.
12. A method of playing a sports game as claimed in any one of the preceding claims, wherein the qualified player earns money whilst playing the subsequent sports event.
13. A method of playing a sports game as claimed in claim 12, wherein the money earned is dependent on the qualified player's performance in said sports event.
14. A method of playing a sports game as claimed in any one of the preceding claims further comprising the step of the player playing preliminary events on the communication network either with themselves or other players.
15. A method of playing a sports game as claimed in any one of the preceding claims, wherein the communication network is the worldwide web and the game is played on the Internet.
PCT/AU2005/000697 2004-05-17 2005-05-17 Internet virtual golf game WO2005110570A1 (en)

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US57151304P 2004-05-17 2004-05-17
US60/571,513 2004-05-17

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US8708804B2 (en) 2012-06-22 2014-04-29 Igt Gaming system and method providing a collection game including at least one customizable award collector
US8795063B2 (en) 2012-03-27 2014-08-05 Igt Gaming system, gaming device, and method for providing a multiple player game
US8905831B2 (en) 2011-09-28 2014-12-09 Igt Gaming system, gaming device, and method for providing a multiple player persistent game
US9142088B2 (en) 2008-07-15 2015-09-22 Igt Gaming system, gaming devices, and method for providing an enhanced multiple-player bonus redemption game
US9189919B2 (en) 2007-11-09 2015-11-17 Igt Gaming system and method providing a multiple-player bonus redemption game

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US8475265B2 (en) 2011-09-28 2013-07-02 Igt Gaming system, gaming device, and method for providing a multiple player persistent game
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