IP Library › Granted Patent US 12,201,910
Granted Patent B2
US 12,201,910 · App. 17/766,238 · Granted Jan 21, 2025

Method for a gaming system

Inventors: Johan Spjuth (Sliema, MT); Richard Bexborn (Sliema, MT)
Assignee: Play'n Go Marks Ltd.
A63F13/798A63F13/30
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Quick Facts
Patent No.
US 12,201,910
App. No.
17/766,238
Granted
Jan 21, 2025
Kind
B2
Abstract

The present disclosure relates to a computer implemented method performed by a gaming system. In particular, the present disclosure relates to a method specifically handling a process for ranking a plurality of electronic user devices each involved in a game, possibly being different games. The present disclosure also relates to a corresponding electronic gaming system and a computer program product.

Claims (56)

1. A computer implemented method performed by a gaming system, the gaming system comprising a server arranged in communication with a plurality of electronic user devices using a network connection, the plurality of electronic user devices each provided with a display unit adapted to present a graphical user interface (GUI), wherein the method comprises the steps of:

receiving, at the server, a request from a first electronic user device of the plurality of electronic user devices to enter into one of a plurality of games provided by the server, the request comprising a selection of a first one of the plurality of games and a bet for the selected first game;

executing, at the server, the first selected game with the bet;

determining, at the server, an outcome of the executed first selected game;

determining, at the server, a first score for the first electronic user device based on a comparison of the bet and the outcome;

ranking, at the server, the plurality of electronic user devices in a leaderboard based on a comparison of the first score with a plurality of corresponding scores for the remaining plurality of electronic user devices, including providing each of the plurality of electronic user devices with a ranking level within the leaderboard;

removing, at the server, the first electronic user device from the leaderboard if the level of ranking for the first electronic user device is below a predetermined threshold, wherein the predetermined threshold is increased over time,

forming, at the server, a graphical representation of the leaderboard,

distributing, from the server to the plurality of electronic user devices, the graphical representation of the leaderboard, and

controlling, using the server, the plurality of electronic user devices to display the graphical representation of the leaderboard within the GUI of each of the plurality of electronic user devices.

2. The method according to claim 1 , wherein the first score for the first electronic user device is formed by accumulating scores from a plurality of subsequently executed games requested by the first electronic user device.

3. The method according to claim 2 , wherein only scores larger than zero are included when accumulating the scores.

4. The method according to claim 1 , wherein ranking the plurality of electronic user devices is further based on a predetermined weight given to the game selected by each of the plurality of electronic user devices.

5. The method according to claim 1 , further comprising the steps of:

determining a specified time in which the leaderboard will run;

dividing, at the server, the specified time frame into intervals; and

removing, at the server, a least successful electronic user device(s) from the leaderboard at an end of each interval.

6. The method according to claim 5 , in which the specified time frame is divided into intervals by:

dividing the specified time frame by a number of players that originally join the leaderboard; and/or

utilizing a pseudo algorithm.

7. The method according to claim 6 in which the intervals are shorter at a beginning phase or end phase of the specified time frame of the leaderboard.

8. The method according to claim 1 , wherein the determination of the first score for the first electronic user device is further based on a multiplication factor.

9. The method according to claim 8 , wherein the multiplication factor is further based on a parameter of game selected by the first electronic user device.

10. The method according to claim 8 , wherein the multiplication factor is time based.

11. A gaming system comprising a server arranged in communication with a plurality of electronic user devices using a network connection, the plurality of electronic user devices each provided with a display unit adapted to present a graphical user interface (GUI), wherein the server is adapted to:

receive a request from a first electronic user device of the plurality of electronic user devices to enter into one of a plurality of games provided by the server, the request comprising a selection of a first one of the plurality of games and a bet for the selected first game;

execute the first selected game with the bet;

determine an outcome of the executed first selected game;

determine a first score for the first electronic user device based on a comparison of the bet and the outcome;

rank the plurality of electronic user devices in a leaderboard based on a comparison of the first score with a plurality of corresponding scores for the remaining plurality of electronic user devices, including providing each of the plurality of electronic user devices with a ranking level within the leaderboard;

remove the first electronic user device from the leaderboard if the level of ranking for the first electronic user device is below a predetermined threshold, wherein the predetermined threshold is increased over time,

form a graphical representation of the leaderboard,

distribute, to the plurality of electronic user devices, the graphical representation of the leaderboard, and

control the plurality of electronic user devices to display the graphical representation of the leaderboard within the GUI of each of the plurality of electronic user devices.

12. The gaming system according to claim 11 , wherein the server is further adapted to:

determine a specified time in which the leaderboard will run;

divide the specified time frame into intervals; and

remove a least successful electronic user device(s) from the leaderboard at an end of each interval.

13. The gaming system according to claim 12 , in which the specified time frame is divided into intervals by:

dividing the specified time frame by a number of players that originally join the leaderboard; and/or

utilizing a pseudo algorithm.

14. The gaming system according to claim 13 in which the intervals may be shorter at a beginning phase or end phase of the specified time frame of the leaderboard.

15. The gaming system according to claim 11 , wherein the determining the first score for the first electronic user device is further based on a multiplication factor.

16. The gaming system according to claim 15 , wherein the multiplication factor is further based on a parameter of game selected by the first electronic user device.

17. The gaming system according to claim 15 , wherein the multiplication factor is time based.

18. The gaming system according to claim 11 , wherein the request further comprises a geographical location of the first electronic user device and only electronic user devices located within the same geographical location is arranged in the same leaderboard.

19. A computer program product comprising a non-transitory computer readable medium having stored thereon computer program means for operating a gaming system, the gaming system comprising a server arranged in communication with a plurality of electronic user devices using a network connection, the plurality of electronic user devices each provided with a display unit adapted to present a graphical user interface (GUI), wherein the computer program product comprises:

code for receiving, at the server, a request from a first electronic user device of the plurality of electronic user devices to enter into one of a plurality of games provided by the server, the request comprising a selection of a first one of the plurality of games and a bet for the selected first game;

code for executing, at the server, the first selected game with the bet;

code for determining, at the server, an outcome of the executed first selected game;

code for determining, at the server, a first score for the first electronic user device based on a comparison of the bet and the outcome;

code for ranking, at the server, the plurality of electronic user devices in a leaderboard based on a comparison of the first score with a plurality of corresponding scores for the remaining plurality of electronic user devices, including code for providing each of the plurality of electronic user devices with a ranking level within the leaderboard;

code for removing, at the server, the first electronic user device from the leaderboard if the level of ranking for the first electronic user device is below a predetermined threshold, wherein the predetermined threshold is increased over time,

code for forming, at the server, a graphical representation of the leaderboard,

code for distributing, from the server to the plurality of electronic user devices, the graphical representation of the leaderboard, and

code for controlling, using the server, the plurality of electronic user devices to display the graphical representation of the leaderboard within the GUI of each of the plurality of electronic user devices.

Assignments (2)
CHANGE OF ADDRESS OF ASSIGNEE Recorded Feb 13, 2025
From: PLAY'N GO MARKS LTD
To: PLAY'N GO MARKS LTD
Reel/Frame 070226/0446 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 2, 2022
From: SPJUTH, JOHAN; BEXBORN, RICHARD
To: PLAY'N GO MARKS LTD
Reel/Frame 059479/0787 →
Priority Claims (1)
SE 1951150-0 · Oct 9, 2019 · national
Continuity (1)
Related Publication 20240050862A1 · Feb 15, 2024
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