WORD GUESSING GAMES FOR MARKET RESEARCH
20170296931 · 2017-10-19
Inventors
Cpc classification
G06Q30/0201
PHYSICS
G06Q30/0202
PHYSICS
A63F13/80
HUMAN NECESSITIES
G06Q30/0209
PHYSICS
International classification
A63F13/80
HUMAN NECESSITIES
Abstract
A system is described for a computer-based word-guessing game that can be used to elicit market-research data, specifically sentiment and awareness data. The two-person game involves a clue giver and a guesser, each playing on their own mobile device. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used and the guesses made can be analyzed to reveal the opinions and knowledge that the players have about products, brands, and people. The game features a novel mechanic in which the clue words are categorized according to how obvious they are. Using more-obvious clues causes the countdown clock to decrement faster, thereby making the game play more strategic and entertaining, while also incentivizing the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.
Claims
1. A system for a guessing game comprising: a means for pairing two players; a first graphical interface with which a first player of the guessing game can give clues to a second player to induce him to guess a target word; a first database for recording said clues; a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; a second database for recording said guesses; a means for recording a cost incurred for giving each clue; an indication in the first graphical interface of the cost associated with each clue.
2. The system of claim 1 wherein: the cost incurred for giving each clue reflects the obviousness of the clue.
3. The system of claim 1 wherein: a shared countdown clock visible in the first graphical interface and in the second graphical interface indicates the time remaining for the players to play one game.
4. The system of claim 3 wherein: the cost incurred for giving each clue is a specific adjustment to the shared countdown clock.
5. The system of claim 1 wherein: the cost incurred for giving each clue is specified in a currency.
6. The system of claim 1 wherein: the means of pairing two players matches the players by one or more of geographic location, common interests, and skill level.
7. The system of claim 1 wherein: the basic game play can be modified by use of a power-up.
8. The system of claim 7 wherein: the power-up reduces the cost for each clue.
9. The system of claim 7 wherein: said power-up tells said second player how many letters are in said target word.
10. The system of claim 7 wherein: said power-up allows said first player to pass on said target word and obtain a new target word.
11. The system of claim 7 wherein: said power-up allows said second player to see the first letter of said target word.
12. The system of claim 1 wherein: said clues were generated via crowdsourcing.
13. The system of claim 1 wherein: the data stored in said first and second databases can be analyzed to generate consumer intelligence.
14. A computer-implemented method, comprising: pairing, using at least one device processor, two players; providing a first graphical interface with which a first player of a guessing game can give clues to a second player to induce him to guess a target word; recording the clues in a first database; providing a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; recording the guesses in a second database; recording a cost incurred for giving each clue; providing an indication in the first graphical interface of the cost incurred for giving each clue.
15. A non-transitory computer-readable storage medium including instructions that, when executed by at least one processor of a computer system, cause the computer system to: pair, using at least one device processor, two players; provide a first graphical interface with which a first player of the guessing game can give clues to a second player to induce him to guess a target word; record the clues in a first database; provide a second graphical interface with which a second player of the guessing game can view the clues sent by the first player and can enter guesses for the target word; record the guesses in a second database; record a cost incurred for giving each clue; provide an indication in the first graphical interface of the cost incurred for giving each clue.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
[0012] Various embodiments in accordance with the present disclosure will be described with reference to the drawings, in which:
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DETAILED DESCRIPTION
[0030] Embodiments include a word-guessing game that both entertains and elicits market-research or business-intelligence data. It is designed as a two-person game that involves a clue giver and a guesser, but team play is contemplated. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used must all come from one of several clue-word lists associated with the given target word/phrase. The clue giver can view the lists in their entirety at any time during the game. The clue lists are classified according to how obvious the clues are. Measures of obviousness include: the standard information-retrieval measure of usage frequency in spoken or written language; or the frequency of clue selection within the game. As clues are selected by the clue giver, the cost incurred for giving each clue is recorded in the system and may affect game play. For example, in one embodiment, using more-obvious clues causes the countdown clock to decrement faster. The clue giver must therefore decide what mix of obvious and non-obvious clues to use so as to minimize the time lost on the countdown clock before the guesser identifies the target word, thereby making the game play more strategic and more entertaining than traditional games, some of which are described herein. This mechanic also incentivizes the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.
[0031] High-quality games are inherently engaging over long periods of time, as dedicated players play their favorite games again and again. Mobile games are played by all demographics. And game play may tap into instinctual, revealed preferences that are less susceptible than survey data to contextual issues and demand characteristics (“Why am I being asked this?” “What do they want me to say?” “How do I finish this task as quickly as possible?”). So by structuring games appropriately for market-research purposes, ambiguity and uncertainty in topic and polarity classification can be avoided; by tapping into the broad demographics that play casual mobile games, representative sampling can be performed; and by weaving data collection into engaging game play, revealed sentiment can be measured while avoiding the extremes that occur in unprompted expression. For these and other reasons, data mining of specialized mobile games is an exciting new approach to gathering market-research.
[0032] To this end, the inventors have invented Name Game, a word-guessing game played on mobile devices like smartphones, tablets, etc. In one embodiment the game is played by two people, but in other embodiments three or more can play. In the two-player embodiment shown in
[0033] During each round of play in which one name or word is guessed, one player is the clue giver, and the other is the guesser. The clue giver is presented with a target word or phrase and must send clues to the guesser that induce him to guess the given target word/phrase as quickly as possible. In
[0034] In one embodiment, the target word or phrase may be configured using objects or symbols, images of objects, virtual objects, images generated procedurally, and the like. For example, the word “tree” may be illustrated using an image, which may be made using virtually any image generation method, such as a picture, drawing, painting, lines, dots, and the like.
[0035] The object may also be represented by a negative or absence thereof or a collection of images to form the object. For example, a tree outlined by a background, or tree illustrated by a bunch of leaves that are not interconnected, or a collage of other images formed to be a tree 25 image.
[0036] In another embodiment, the objects may be symbolic or added to create meaning.
[0037] For example, a “banana milk shake” where a banana is shown then the “+” sign, then a “milk” container, then a “+” sign, then a “shaking object” with an “=” sign at the end to convey the sum of the image meanings is a “banana milk shake”.
[0038] In one embodiment, Name Game, all the clues sent to the guesser by the clue giver are derived from one of three lists: an “obvious” list where the clues are most helpful to the guesser, shown in
[0039] At the point in the game depicted in
[0040] The guesser's screen 900 at the same moment in the game is shown in
[0041] When the countdown clock 603, 905 reaches zero the game ends and the results from the several rounds of play comprising one complete game are summarized in the results screen 1000 shown in
[0042] As an example, the selected clue words in the example scenario from
[0043] Finally, the screen display 1400 in
[0055] In other embodiments, the target words and clue lists presented to the players may depend on physical context. For example, certain target words and clues may be associated with specific geographic locations, e.g., ‘sneakers’ and ‘tennis shoes’ are the preferred terms for athletic shoes in different parts of the United States. The context may even be very local, with different target words and clues used if the players are in different types of buildings, such as a church, workplace, home, hotel, store, restaurant, and the like. The location data used to establish context may be derived from user-supplied data in the player database 300 or by using a technological method such as GPS, IP address, etc.
[0056] In one embodiment, the domains of the target words presented to the players may be varied based on the interests listed in the user-supplied data in the player database 300, or in response to user input by the players. In another embodiment, the reading level of the target words and clues presented to the players may be varied based on user-supplied data in the player database 300, or in response to user input by the players.
[0057] In order for the Name Game game to be as entertaining as possible and also for the game to elicit the most useful market-research data, care must be taken to derive suitable and varied target words and clue lists. The cost of deriving target words and clue lists for Name Game can represent a significant fraction of the development cost for the entire system. It is therefore advantageous to develop cost-effective means for deriving target words and clue lists.
[0058] In one embodiment, target words and clue words may be generated by crowdsourcing, i.e., receiving responses to queries by teams of human contributors, typically via the Internet. For example, the clues may be generated by posing a question to a crowdsourcing service such as Amazon's Mechanical Turk® and then retrieving answers. A question like “what things are blue?” could be sent to several participants in the crowdsourcing system and their answers combined and filtered to improve quality. For example, one player might answer “water”, “sky”, and “berries”, while another might answer “sky”, “mold”, and “jazz”. By picking only words that are reported multiple times, like “sky” in this example, the quality and obviousness of the words can be improved.
[0059] In another embodiment, target words and clue words for the Name Game game may be crowdsourced by having human contributors play a word game. For example, a game like Pictionary® could be used to get contributors to generate lists of words that describe the same drawn image.
[0060] Clues may also be generated by extracting words, objects, and the like from on-line and physical documents. For example, an OCR device may be configured to “read” documents to extract words, or a Web ‘bot’ could be configured to extract target words and clue words from documents on the World Wide Web.
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[0063] In at least some embodiments, a request from the client device can be received to an interface layer 1606 associated with a destination address of the request, where the interface layer can include components such as routers, load balancers, application programming interfaces, and the like. The interface layer can receive the request and direct information for the request to one or more computing resources, such as one or more Web servers 1608 and/or one or more application servers 1610., which can process the request using data in one or more data stores or databases 1612 in at least some embodiments. It should be understood that there can be several application servers, layers, or other elements, processes, or components, which may be chained or otherwise configured, which can interact to perform tasks as discussed and suggested herein. As used herein a data store refers to any device or combination of devices capable of storing, accessing, and retrieving data, which may include any combination and number of data servers, databases, data storage devices, and data storage media, in any standard, distributed, or clustered environment. A server can include any appropriate hardware and software for integrating with the data store as needed to execute aspects of one or more applications for the client device, handling a majority of the data access and business logic for an application. The application server provides access control services in cooperation with the data store, and is able to generate content such as text, graphics, audio, and/or video to be transferred to the user, which may be served to the user by the Web server in the form of HTML, XML, or another appropriate structured language in this example. The handling of all requests and responses, as well as the delivery of content between a client device and a resource, can be handled by the Web server. It should be understood that the Web and application servers are not required and are merely example components, as structured code discussed herein can be executed on any appropriate device or host machine as discussed elsewhere herein.
[0064] Each server typically will include an operating system that provides executable program instructions for the general administration and operation of that server, and typically will include a non-transitory computer-readable medium storing instructions that, when executed by a processor of the server, allow the server to perform its intended functions. Suitable implementations for the operating system and general functionality of the servers are known or commercially available, and are readily implemented by persons having ordinary skill in the art, particularly in light of the disclosure herein.
[0065] The environment in one embodiment is a distributed computing environment utilizing several computer systems and components that are interconnected via communication links, using one or more computer networks or direct connections. However, it will be appreciated by those of ordinary skill in the art that such a system could operate equally well in a system having fewer or a greater number of components than are illustrated in
[0066] Various aspects can be implemented as part of at least one service or Web service. Services such as Web services can communicate using any appropriate type of messaging, such as by using messages in extensible markup language (XML) format and exchanged using an appropriate protocol such as SOAP (derived from the “Simple Object Access Protocol”). Processes provided or executed by such services can be written in any appropriate language, such as the Web Services Description Language (WSDL). Using a language such as WSDL allows for functionality such as the automated generation of client-side code in various SOAP frameworks. Various embodiments utilize at least one network that would be familiar to those skilled in the art for supporting communications using any of a variety of commercially-available protocols, such as TCP/IP. The network can be, for example, a local area network, a wide-area network, a virtual private network, the Internet, an intranet, a cellular network, an extranet, a public switched telephone network, an infrared network, a wireless network, and any combination thereof. Server(s) may be capable of executing programs or scripts in response requests from user devices, such as by executing one or more Web applications that may be implemented as one or more scripts or programs written in any programming language, such as Java° or C++, or any scripting language, such as Perl or Python, as well as combinations thereof. The server(s) may also include any of a number of different database servers.
[0067] The environment can include a variety of data stores and other memory and storage media as discussed above. These can reside in a variety of locations, such as on a storage medium local to (and/or resident in) one or more of the computers or remote from any or all of the computers across the network. In a particular set of embodiments, the information may reside in a storage-area network. Similarly, any necessary files for performing the functions attributed to the computers, servers, or other network devices may be stored locally and/or remotely, as appropriate. Where a system includes computerized devices, each such device can include hardware elements that may be electrically coupled via a bus, the elements including, for example, at least one central processing unit (CPU), at least one input device (e.g., a mouse, keyboard, controller, touch screen, or keypad), and at least one output device (e.g., a display device, printer, or speaker). Such a system may also include one or more storage devices, such as disk drives, optical storage devices, and solid-state storage devices such as random access memory (“RAM”) or read-only memory (“ROM”), as well as removable media devices, memory cards, flash cards, etc.
[0068] Such devices also can include a computer-readable storage media reader, a communications device (e.g., a modem, a network card (wireless or wired), an infrared communication device, etc.), and working memory as described above. The computer-readable storage media reader can be connected with, or configured to receive, a computer-readable storage medium, representing remote, local, fixed, and/or removable storage devices as well as storage media for temporarily and/or more permanently containing, storing, transmitting, and retrieving computer-readable information. The system and various devices also typically will include a number of software applications, modules, services, or other elements located within at least one working memory device, including an operating system and application programs, such as a client application or Web browser. It should be appreciated that alternate embodiments may have numerous variations from that described above. For example, customized hardware might also be used and/or particular elements might be implemented in hardware, software (including portable software, such as applets), or both. Further, connection to other computing devices such as network input/output devices may be employed.
[0069] Storage media and computer readable media for containing code, or portions of code, can include any appropriate media known or used in the art, including storage media and communication media, such as but not limited to volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage and/or transmission of information such as computer readable instructions, data structures, program modules, or other data, including RAM, ROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by the a system device. Based on the disclosure and teachings provided herein, a person of ordinary skill in the art will appreciate other ways and/or methods to implement the various embodiments.
[0070] The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that various modifications and changes may be made thereunto without departing from the broader spirit and scope of the invention as set forth in the claims.