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Title:
ARRANGEMENT, SYSTEM AND METHOD FOR FACILITATING ADOPTION OF STOCK MARKET DYNAMICS AND REGULARITIES
Document Type and Number:
WIPO Patent Application WO/2009/068723
Kind Code:
A1
Abstract:
An arrangement, system and related method for facilitating adoption of stock market behavior via a card game wherein a card deck (104) comprises a plurality of playing cards (106), each card identifying key indicators (116) of a listed or a fictional company, the game utilizing cards of said card deck as game objects spread between a plurality of players, wherein winning rules of transactions of the play relate to at least one of said predetermined key indicators and are adapted to reflect valuation taking place in real-life stock transactions, and terminal devices (212, 214, 216) may be used to connect to a network service (202) adapted to enhance the learning experience associated with the aforesaid game through hosting the game in a solo format for a remotely connected player with one or more AI opponents and in a multi-player format for a plurality of remotely connected players. Further, a print-to-play concept (302, 306) for obtaining completely new or updated playing cards is presented.

Inventors:
ANDERSEN ATSO (FI)
KAUSTIA MARKKU (FI)
Application Number:
PCT/FI2007/050645
Publication Date:
June 04, 2009
Filing Date:
November 28, 2007
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
FUNDA GAMES OY (FI)
ANDERSEN ATSO (FI)
KAUSTIA MARKKU (FI)
International Classes:
G06Q40/00; A63F1/04; G09B19/18; G09B19/22
Domestic Patent References:
WO2001055948A12001-08-02
Foreign References:
US20020103029A12002-08-01
US6497410B12002-12-24
US6939137B12005-09-06
Other References:
"2006 IEEE Systems and Information Engineering Design Symposium", 21 February 2007, article CHANDRA, N. ET AL.: "A Financial Services Gaming Simulation", pages: 152 - 155
"Osakekortit 2007", 2007, Retrieved from the Internet [retrieved on 20071021]
Attorney, Agent or Firm:
IPR PARTNERS OY (Helsinki, FI)
Download PDF:
Claims:

Claims

1. An arrangement for facilitating adoption of investor behavior in the stock market comprising:

-a card deck (104) comprising a plurality of playing cards, each card of said plurality identifying key indicators of a listed or a fictional company,

-a printed medium (108) comprising instructions for setting up a game between a plurality of players, wherein said instructions define at least part of the rules for playing said game utilizing playing cards of said card deck as game objects spread between said plurality of players, wherein winning rules of transactions of the play relate to at least one of said predetermined key indicators and are adapted to reflect valuation taking place in real-life stock transactions, and

-a means for facilitating remote access (110), via a communications enabled terminal device, to a network service adapted to enhance the learning experience associated with the aforesaid game through hosting the game in a solo game format for a remotely connected player with one or more AI opponents and in a multi- player format for a plurality of remotely connected players.

2. The arrangement of claim 1, wherein the card deck of said arrangement is target group specific and the target group is optionally visually recognizable from a retail kit of the arrangement, such as a carton box, without opening the retail kit.

3. The arrangement of any preceding claim, wherein at least one key indicator is an element selected from a group consisting of: EBITDA (Earnings Before Interest, Taxes, Depreciation and Amortization) margin, sales growth, payout ratio, volatility, personnel number, P/S (price/sales) ratio, and P/E (price/earnings) ratio.

4. The arrangement of any preceding claim, wherein at least one of the playing cards discloses at least one parameter selected from a group consisting of: company size, industry classification, and country of origin.

5. The arrangement of any preceding claim, wherein said printed medium includes an element selected from a group consisting of: a book, booklet, or a number of paper or plastic sheets.

6. The arrangement of any preceding claim, comprising an optically, magnetically or electrically readable carrier medium comprising at least part of said means for facilitating remote access.

7. The arrangement of any preceding claim, wherein said means for facilitating remote access include an element selected from a group consisting of: network address data, ID data, code data, and password data.

8. A system for facilitating adoption of stock market behavior in a game form comprising:

-a network service entity (202, 204) accessible via a communications network (210), said network service entity comprising data interfacing means (224) for receiving and transmitting data via said communications network, and memory means (222) for storing data relating to a plurality of listed or fictitious companies, said data comprising a number of indicator values per each company, said network service entity further comprising processing means (220) for hosting a game (206) for one or more remote entities, wherein each company and at least part of the indicator values thereof relate to a virtual playing card to be used as a game object in said game, said game utilizing a plurality of said virtual playing cards to form a virtual card deck spread between at least two players, and wherein winning rules of transactions of the play relate to at least one of said indicator values in said virtual playing cards and are adapted to reflect valuation taking place in real-life stock transactions,

wherein said network service entity is configured to monitor a service request from a first remote entity (212, 214, 216) received via said data interfacing means and configured to host the game for said first remote entity, in response to the request, in a solo game format incorporating said first remote entity and at least one AI (artificial intelligence) opponent operated by the network service entity as players or a multi-player format incorporating at least a second remote entity in addition to said first remote entity as players.

9. The system of claim 8, configured to adapt one or more service features based on a user or device profile of the remote entity.

10. The system of any of claims 8-9, comprising a service element selected from a group consisting of: service lobby, language selection, service layout and/or visualization selection, game creation and/or joining selection, user presence

service, user status service, high score rankings, on-line store, educational material, and tools for interaction among players such as instant messaging and chat.

11. The system of any of claims 8-10, wherein one or more cards of a card deck for a game instance are determined based on a criterion selected from a group consisting of: random selection of cards associated with a predetermined stock exchange, random selection of cards from the available cards, and at least partial user selection of cards.

12. The system of any of claims 8-11, configured to update cards and/or information in the cards available to one or more remote entities in response to a predetermined event such as expiration of a predetermined time period or receipt of one or more update requests from said one or more remote entities, respectively.

13. The system of any of claims 8-12, configured to control an AI opponent to select an indicator from a plurality of indicators associated with a virtual playing card for comparison with more or more indicators selected by one or more other players from their one or more virtual playing cards, respectively, by first converting two or more indicator values associated with the virtual playing card to a common scale and selecting an indicator having the lowest or highest value on said common scale.

14. The system of any of claims 8-13, configured to control an AI opponent to select an indicator from a plurality of indicators associated with a virtual playing card for comparison with more or more indicators selected by one or more other players from their one or more virtual playing cards, respectively, by utilizing one or more predetermined conversion or comparison tables.

15. The system of any of claims 8-14, configured to control an AI opponent to utilize distribution of indicator values within each indicator in connection with selecting a certain indicator from a plurality of indicators associated with a virtual playing card for comparison with more or more indicators selected by one or more other players from their one or more virtual playing cards, respectively.

16. The system of any of claims 8-15, configured to introduce an amount of randomization to indicator selection procedure of an AI opponent so as to emulate indiscriminateness of a corresponding human action in selecting an indicator from a plurality of indicators associated with a virtual playing card to be compared with

more or more indicators selected by one or more other players from their one or more virtual playing cards, respectively.

17. The system of any of claims 8-16, configured to adapt behavior of an AI opponent responsive to an AI player profile associated with said AI opponent.

18. The system of any of claims 8-17, configured to educate one or more remote entities with one form of typical market behavior via a game instance comprising a variable number of AI opponents by establishing the game instance with a lower number of AI opponents representing initial dominant players and, as the game proceeds, increasing the number of AI opponents to simulate later market conditions with lesser dominant players.

19. The system of any of claims 8-18, configured to adapt the behavior of an AI opponent on the basis of actions performed by said first remote entity during a game or on the basis of a stored profile of said first remote entity.

20. A method for facilitating adoption of stock market behavior comprising:

-providing a network service (402) accessible via a communications network and relating to a card game to be played by one or more entities, wherein a playing card to be used as a game object in said game relates to data of a listed or fictitious company and includes a number of indicator values, said game utilizing a plurality of such playing cards to form a card deck, and wherein winning rules of transactions of the play relate to at least one of said indicator values in said playing cards and are adapted to reflect valuation taking place in real-life stock transactions,

-obtaining a service request from a first remote entity (406, 408, 410), and

-transmitting data (412), in response to the request, to the first remote entity including information for enabling the first remote entity to locally print a number of updated or new playing cards to be used in said card game.

Description:

ARRANGEMENT, SYSTEM AND METHOD FOR FACILITATING ADOPTION OF STOCK MARKET DYNAMICS AND REGULARITIES

FIELD OF THE INVENTION

The present invention pertains to an arrangement, a system and a related method for facilitating the adoption of stock market dynamics, regularities and valuation. In particular the invention concerns provision of such learning system in a game form involving a network service aspect, a card deck aspect and educational material aspect for providing comprehensive, yet entertaining, step-by-step learning experience.

BACKGROUND

Provision of investment services has increased rapidly over the past decade globally. Basically in every country financial illiteracy is becoming one major barrier for growth and prosperity of potential investors. However, traditional instruments of education are often too rigid to enable rehearsal of investment thinking. On the other hand dry- rehearsals of real-life or real-time investments are found to be misleading due to market volatility compared to rehearsing decision-making which is aimed over five years (reference time period for equity investments). Moreover, learning by doing in investing can be very costly and time consuming with the uncertainty that principles of investing are never really learned.

In particular, understanding complex and ever-updated information and to apply that information rationally in investment decisions are generally found difficult. Difficulties arise from both the used terms and definitions and the pace of information flow. Ability to organise information and rehearse skills related to investing set-up are of major importance.

Few games associated with investment education and stocks in particular have been publicly available. US 6,497,410 (BetzBern Inc.) discloses trading cards for an investment game, and a game and a method thereof. The concept relates to building a fictitious portfolio and increasing its value as the overall objective. Moreover, an electronic system for e.g. an Internet application in order to exchange collectible trading cards between the users according to a selected portfolio strategy is presented.

Notwithstanding the various benefits the aforesaid self-access solutions may potentially provide in educational sense, a problem resides in obtaining such results

rather slowly, if at all, in time as one's performance in portfolio management cannot be basically reviewed more hastily than in corresponding real life situations, i.e. the performance of the stock investor can only be obtained by analysing his actions against market feedback including development of stock prices. Such temporal aspect at least delays and in some occasions also mitigates the learning experience. Accordingly, interaction between players in prior art gaming solutions is rather limited as it mainly concentrates on mere card trading and not to the time-consuming analysis process itself, which may quickly begin to bore at least some of the players, perceived education being neither particularly well-structured nor entertaining, which causes them to eventually drop out of the game completely or at least cut down trading to an extent that does not elevate their financial understanding any further. Finally, possible lack of co-players may efficiently prevent one from playing in prior art solutions as there might be no trading partners available for executing portfolio management related transactions.

SUMMARY OF THE INVENTION

The objective of the present invention is to alleviate at least part of the aforesaid problems relating to the adoption of investor behavior. The objective is achieved via an arrangement, system and method in accordance with the invention as described hereinafter.

In one aspect, an arrangement for facilitating adoption of investor behavior in the stock market comprises:

-a card deck comprising a plurality of playing cards, each card of said plurality identifying key indicators of a listed or a fictional company,

-a printed medium comprising instructions for setting up a game between a plurality of players, wherein said instructions define at least part of the rules for playing said game utilizing playing cards of said card deck as game objects spread between said plurality of players, wherein winning rules of transactions of the play relate to at least one of said predetermined key indicators and are adapted to reflect valuation taking place in real-life stock transactions, and

-a means for facilitating remote access, via a communications enabled terminal device, to a network service adapted to enhance the learning experience associated with the aforesaid game through hosting the game in a solo game format for a remotely

connected player with one or more AI opponents and in a multi-player format for a plurality of remotely connected players.

Further, at least some of the playing cards optionally disclose at least one parameter selected from a group consisting of company size, industry classification, and country of origin.

Still further, the key indicators may include, but not be limited to, at least one element selected from a group consisting of EBITDA (Earnings Before Interest, Taxes, Depreciation and Amortization) margin, sales growth, payout ratio, volatility, personnel number, P/S (price/sales) ratio, and P/E (price/earnings) ratio. The key indicators may be differential in a sense their value represents change of a predetermined factor between certain time instants. The indicators may be dividable to a number of groups depending on e.g. how the winning rules are formed therefrom.

The card deck optionally comprises one or more additional cards for definitions, explanations and rules or regulations for the game, e.g. in a form of a quick guide. The card deck may optionally comprise additional playing cards that do not identify key indicators but some other information.

The retail kit may be provided in a carton box optionally covered by a plastic film, for example.

The network providing access to the aforesaid network service may be a publicly available communications network such as the Internet, or it may be a private network.

The printed medium may be provided as a booklet or a book, for example. In addition or alternatively, the printed medium may be provided in a form of cards in addition to the actual playing cards as already mentioned above. The medium optionally provides information on at least one element selected from a group consisting of: one or more variations of game rules, explanation of the relationship between cards, game variations and real-life investment scenarios, background information on industry and size categories and their relation to current market infrastructure, explanation of considering companies as investments, explanation of said predetermined key indicators, indicator value averages for each industry, common value deviations, questions and answers in the light of card game and/or in terms of real-life investing, explanation of basic financial concepts such as stock valuation or market efficiency, and explanation of instruments available for investing in the companies presented by

the card deck. Therefore, in addition to the rules of the game also more evident educational material is preferably provided.

The network service preferably runs or is at least enabled to run a plurality of game instances, i.e. games, simultaneously, each of which involving different or same parties; in the latter case at least one party participates in a plurality of game instances simultaneously.

The aforementioned means for facilitating the remote access may include data on carrier medium such as a printed card, printout, or sticker, for example, for accessing the network service. Such data may be also integrated or provided with the printed medium, e.g. printed on a certain page of the booklet, a sticker comprising the data being positioned on the front/back cover of the booklet, etc. Such data may include e.g. a relevant web address that is preferably given in HTTP form, a login ID or another, possibly unique, code uniquely allocated to each retail kit instance, or general login information/password for accessing the service that is common to all or some retail kit units (profile -based division as to be reviewed later in this text, for example). In the case of an Internet-based service, it may be accessible by utilizing an available Internet connection via a browser, for example. The data may be disclosed as an optically, e.g. visually, readable character string(s) or a bar code, or in some other preferred form. Additionally or alternatively, the carrier may refer to a network address or a carrier medium such as a magnetic disc, optical disc, memory card, etc providing a user with a dedicated or add-on (e.g. browser add-on) access data in a form of a client software or a software module to be installed in the local terminal device for accessing the network service and connecting the server associated therewith. Such carrier medium may further include the aforementioned other facilitating means in magnetically, optically, or electronically readable form, respectively, if desired.

The means for facilitating may incorporate, in addition to or instead of a direct access means such as an ID to log in the network game host service itself, an intermediary access means, e.g. a code, an ID or other information that is first submitted to a remote party such as the network operator or the network service provider over a telephone, via a cellular phone (through voice or data, e.g. SMS, communication), through the Internet, etc to receive further means for subsequently accessing the actual network game host.

Moreover, a network service either combined with the game server feature or implemented as a stand-alone solution may be provided for executing a print-to-play functionality, which may enable players to download and locally print more playing cards.

In another aspect of the invention a system for facilitating adoption of stock market behavior in a game form comprises

-a network service entity accessible via a communications network, said network service entity comprising data interfacing means for receiving and transmitting data via said communications network, and memory means for storing data relating to a plurality of listed or fictitious companies, said data comprising a number of indicator values per each company, said network service entity further comprising processing means for hosting a game for one or more remote entities, wherein each company and at least part of the indicator values thereof relate to a virtual playing card to be used as a game object in said game, said game utilizing a plurality of said virtual playing cards to form a virtual card deck spread between at least two players, and wherein winning rules of transactions of the play relate to at least one of said indicator values in said virtual playing cards and are adapted to reflect valuation taking place in real-life stock transactions,

wherein said network service entity is configured to monitor a service request from a first remote entity received via said data interfacing means and configured to host the game for said first remote entity, in response to the request, in a solo game format incorporating said first remote entity and at least one AI opponent operated by the network service entity as players or a multi-player format incorporating at least a second remote entity in addition to said first remote entity as players.

Still, in a further aspect of the invention a method for facilitating adoption of stock market behavior comprises:

-providing a network service accessible via a communications network and relating to a card game to be played by one or more entities, wherein a playing card to be used as a game object in said game relates to data of a listed or fictitious company and includes a number of indicator values, said game utilizing a plurality of such playing cards to form a card deck, and wherein winning rules of transactions of the play relate to at least one of said indicator values in said playing cards and are adapted to reflect valuation taking place in real-life stock transactions,

-obtaining a service request from a first remote entity, and

-transmitting data, in response to the request, to the first remote entity including information for enabling the first remote entity to locally print a number of updated or new playing cards to be used in said card game.

The utility of the present invention arises from multiple issues. Firstly, the proposed card game arrangement supplemented with the printed medium and the network service facilitates quick, step-wise learning and organising the information about stocks in various media. Whilst the retail kit constituents enable enjoying the educative game as is via the card deck and the printed medium, the learning experience can be conveniently enhanced through the network service, when available and if desired. The means for facilitating the remote access advantageously quickens and eases the adoption of the network aspect of the invention. Likewise, the means may incorporate service level information that directly entitles the person having obtained the kit to a predetermined service level as determined by the information.

Secondly, more experienced players may be able to deal with multiple games simultaneously over the network, the overall experience thus still providing enough challenge for cultivating their knowledge, whereas novice players have enough to fuss about with one, ongoing local or network game only. The network service aspect further guarantees that fellow players can practically always be found, even if not locally available. AI opponents can be used for enabling solo playing or increasing the total number of players in true multi-player games. The network service lessens the burden in establishing and managing games and gaming societies/groups and in forwarding stock related information and knowledge, which increases the awareness of stock market dynamics and regularities.

Further, the network service can be tailored, via storable user preferences and/or game instance -wise, in a demographical and/or geographical sense based on the particular stock exchange and language desired by each user, for example. Again, novice players may be willing to play the game with cards representing companies that are listed in the local exchange and with which they are thus more familiar, whereas more experienced players may be more keen on gaming with somewhat exotic companies listed in some foreign stock exchange(s) to learn their key figures in an innovative and entertaining manner. Same applies to the utilized game rules and variations thereof. Players may pick out or establish a certain game instance that applies a preferred deck.

A deck for a single game may be preferably selected from a plurality of options (e.g. stock exchange -based division) or manually created by the creator, i.e. the first player, of the game instance. The network service may utilize a multi-lingual UI and the language selection can be performed by each player separately such that natural language barriers do not prevent anyone from participating in otherwise attractive game instance. Also UI layout and other service features may be user-adjustable. The network service can also include dimension of money stakes, gambling and direct link to real financial or other markets or services. More benefits are described in the detailed description of various embodiments.

The used expression "a number of refers herein to any positive integer starting from one. Likewise, the expression "a plurality of refers herein to any positive integer starting from two.

In one embodiment of the invention an example of the aforesaid arrangement is provided comprising a card deck including a predetermined number of cards, a booklet about the game instructions and stock market in general, and a means for facilitating remote access to the network service.

In another embodiment, a network service in accordance with the invention is provided to host a card game of the invention both in solo-game and multi-player modes.

Various embodiments are also disclosed in the attached dependent claims. BRIEF DESCRIPTION OF THE RELATED DRAWINGS

Next, the invention is described with reference to the appended drawings, in which:

Fig. 1 visualizes one embodiment of the arrangement in accordance with the invention. Fig. 2 depicts the network service and server aspect of the present invention according to one exemplary embodiment thereof. Fig. 3 visualizes an embodiment of the print-to-play feature in accordance with the present invention. Fig. 4A is a flow diagram of a method in accordance with one embodiment of the present invention. Fig. 4B is a flow diagram of game events in accordance with one embodiment of the present invention.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Figure 1 discloses one embodiment, by way of example only, of the aforesaid arrangement in accordance with the invention. A retail kit 102, enclosed in a carton, for example, comprises a card deck 104 including a predetermined number of playing cards 106. The actual number may vary between about 1 and 60 based on various factors, for example. For instance, in one embodiment the retail kit 102 includes a deck 104 the cards of which have been randomly or otherwise selected from a larger number of cards. The larger number of cards may represent e.g. all companies listed in one or more predetermined stock exchanges at a predetermined time instant. In another embodiment, the deck includes so many cards that all companies listed in one or more predetermined stock exchanges are represented. In further embodiments e.g. size of the companies, industry classification, or age thereof, or e.g. intended target group, e.g. player profile (preferably indicated on the retail kit 102), may be used as classification criteria for determining the deck.

The retail kit 102 further includes a printed medium 108 comprising rules and regulations for playing the game. Additionally the printed medium 108 may comprise selected educational material concerning stock market in general, the companies represented by the cards, information on indicators and their importance in valuing the associated company, etc. The retail kit 102 also includes a means for facilitating 1 10 remote access to the network service, in one merely exemplary embodiment a code card or sticker 112 including two character strings, namely a network service address in HTTP form identifying the service location and a user code/ID to be input upon first time logging in the network service to obtain the user rights allocated to users having already acquired the retail kit. In another exemplary embodiment the means may include a carrier medium such as a floppy disc 114, an optical disc, or a memory card, for carrying access-facilitating means such as service location data, code/ID data, or client software.

The playing cards 106 may display a number of indicators 116 and related values on their front side describing the status of the corresponding company as reviewed hereinbefore. For example, the key indicators may thus include at least one element selected from a group consisting of: EBITDA margin (e.g. earnings before interest taxes depreciation and amortization / sales), sales growth (e.g. relative growth of sales in %), payout ratio (e.g. the percentage of a company's earnings paid out as cash dividends), volatility (e.g. standard deviation of daily stock return, annualized), personnel number (e.g. number of personnel, average), P/S (price/sales, e.g. stock

price / sales per share at a selected instant) ratio, and P/E (price/earnings, e.g. share price of more liquid series at a selected instant / earnings per share forecast for the selected year) ratio.

In one embodiment of the present invention, the indicators instead of or in addition to one or more of the above indicators include values describing changes in the values of the above or other indicators occurred between predetermined moments in time. Especially from the standpoint of more experienced players, changes in certain factors may turn out more interesting than mere absolute values that might even be too easily remembered after few games, if the used deck comprises relatively low number of cards. Further, the change taken place in relation to a certain factor may sometimes be more valuable information than the value itself. Let us consider e.g. the number of employees as an example; a given worldwide enterprise may at the moment of publishing the associated playing card have a huge number of employees, although the company is encountering heavy financial troubles. Nevertheless, monitoring changes in the number of employees might give better understanding of the company state and the "goodness" of the indicator value; positive/higher value especially in the derivative of the number of employees normally correlates with growing or prosperous industry and vice versa. Differential indicator values may be percentual or absolute, for example. By the adoption of the network service embodiment of the invention to be reviewed in detail hereinbelow, such indicator values can be frequently updated such that the players are able to practice their financial skills with the most recent data available.

In one embodiment the playing cards 106 include at least one parameter 118, either a symbolic or numeric or both, describing e.g. the size, industry classification and/or country of origin of the corresponding company.

In one embodiment the values for company size parameter are determined by three ranges: small cap (e.g. companies the market capitalization of which is < € 150 million), mid cap (e.g. companies the market capitalization of which is € 150 million - € 1 billion), and large cap (e.g. companies the market capitalization of which is > € 1 billion).

In one embodiment, the industry classification comprises at least one element selected from a group consisting of: energy and utilities, information technology, real estate, consumer discretionary, financials, materials, consumer staples, and industrials.

In a further embodiment, the cards may instead of or in addition to the parameters 118 include virtual and/or physical contact information for contacting the particular company in question or some other entity such as the game manufacturer.

Further, the cards may include one or more slots for advertisements.

Back sides of the cards 106 of the deck 104 are preferably similar, i.e. identically decorated, so that the cards cannot be identified by merely looking at the back side visuals.

Cards 106 are preferably constructed from durable material, e.g. cardboard, and coated with plastic, for example, so as to maintain their look, shape and feel also in long-term use.

Decks 104 may be aimed at different target groups or user profiles by modifying layout, indicators and other details respectively, for example. Different kits 102 may include different decks 104 and/or specialized decks 104 may also be obtainable as separate entities. Each variation emphasizes important features of investing to the relevant target group. Target groups may include: children, elementary school, high school, college, university etc. students, families, professionals, retail investors etc. The utility arising from providing user profile or otherwise tailored decks is based on enhancing the playing and learning experience so that maximum benefit is obtained notwithstanding the experience level or focus of the player.

Figure 2 depicts one embodiment of the network service according to the invention. Network service 202 can be implemented via a number of servers 204, for example, which are either independent units or adapted to at least communicate with each other, optionally dealing with different tasks. The service 202 may preferably host a number of simultaneous game instances 206, each of which applying certain game parameters (applied rule set, deck, number of players, etc). Player(s) 208 taking part in one game, i.e. technology-wise "game instance", may remotely connect the service 202 through their terminal devices 212, 214, 216 via available route(s) inherently including a network 210 whereto the service entities such as the server 204 is connected and possible different access and intermediary networks depicted via broken lines in the figure. The service 202 is preferably accessible via a public communications network such as the Internet. Alternatively, the service 202 is hosted within a private network for limited use/local users only. Even the private network application may be adapted to support external access though.

Terminal devices 212, 214, 216 may be wireless or wired communications devices such as mobile terminals, communications-enabled PDA devices, laptops, desktop computers, etc. The players 208 may inform the service 202 about the terminal capabilities so as to enable the service 202 to adapt and/or optimize the service data accordingly. Such capability information transfer may occur automatically, i.e. upon connecting the service 202 either the terminal 212, 214, 216 or the server 204 initiates one or more procedures for information transfer, or a user of the terminal 212, 214, 216 provides such information manually (through menu selections, tick boxes, etc). Capabilities such as processing, memory and UI (output device (display, loudspeakers), input device) capabilities may thus affect the amount and nature of information transfer taking place between the terminal 212, 214, 216 and the server 204, ultimately affecting also the way how the service view is rendered to the player 208, what service features are available, etc. Optional adaptation of the service features such as UI visuals may take place either at the receiving terminal 212, 214, 216 and/or by the service 202 itself at the server 204, for example, or a network proxy accessible via the network 210 could be used for client or client group -specific service adaptation.

Block 218 depicts one embodiment of the internals of the service entity such as the server 204 from a functional and optionally hardware perspective. A processing means 220 such as a number of microprocessors, microcontrollers, DSP's, programmable logic arrays, etc are required to control the execution of the service model including hosting games, answering remote requests, maintaining educational digital material, running message boards and high-score tables etc. A memory means 222 such as a number of memory chips (RAM, ROM, flash, etc) store the program instructions, e.g. service application(s), and other relevant data (e.g. card information, rules, educational data, rankings, graphical data for UI and views, user database, etc). Data interface 224 may include e.g. a wired or a wireless network interface adapter enabling the communication between the server 204 and various external entities. Such interface adapter may therefore obey Ethernet, WLAN (Wireless Local Area Network), GSM (Global System for Mobile Communications), or UMTS (Universal Mobile Telecommunication System) specifications, for example. Further elements 226 such as a UI means (display, keyboard, keypad, mouse, audio transducers, etc) may be provided to enable local control of the server 204, or for other purposes.

Reverting to the various features provided by the network service 202, few exemplary embodiments are described hereinafter; the embodiments may be applied alone or

combined with other embodiments depending on available resources and the desired service versatility to be offered to the users.

An embodiment of the provided overall service structure includes at least one service element selected from a group of: lobby, language selection, layout/visualization, game creation/joining, presence (for maintaining online users list and possible supplementary services such as possibility to send game invitations), high score rankings, user presence and status service (playing/passive/chat/joined groups etc.), on-line store, and tools for interaction among players such as instant messaging and chat. The network service 202 may include a main menu or a 'main view' that is preferably tailored according to the terminal 212, 214, 216 capabilities and/or user preferences either by the service 202 or the terminal 212, 214, 216 itself as stated above. The main menu, e.g. the aforementioned lobby element, may disclose other elements as menu items, for example, or the menu hierarchy may be structured otherwise.

In one embodiment, the network service may be accessed and/or administered through different common profiles or 'roles' such as user, administrator, and advertiser in addition to or instead of user-specific profiles/preferences. The roles may be linked with user IDs such that upon log-in the service parameters (e.g. outlook, available functionalities, etc) adapt to the profile. User may administer his own profile and services in use, for example. Further, an administrator may configure the system, add data and content, or otherwise develop the system. An advertiser may be provided with rights to administer his advertising material.

In one embodiment the network service 202 is adapted to host educational material that advantageously includes (printable) guides and interactive courses on card games and investing in general. The educational material may include material from the printed medium 108 provided with the retail kit 102. The service 202, e.g. the server 204, may be adapted to provide the educational material for exploitation, e.g. for online use and/or for download, based on multiple different scenarios. In one embodiment every user of the service 202 may freely access the educational material on-line. In a further embodiment, at least some of the material is behind a limited access such as a password. Accessing such the material requires paying a fee, for example, which may be preferably carried out on-line as well. The fee may concern all or just part of the available material, and may be also defined separately to each accessible educational element. Alternatively, the password may be given according to other criteria such as ranking tables, the number of played games, the number of

won/lost games, etc. In one embodiment the users with appropriate user rights may cultivate the educational material by adding articles or e.g. HTTP links thereto. In one embodiment the users having already bought the retail kit 102 are provided with such means for facilitating 110 the remote access that also directly authorise retrieval of the limited access material upon accessing the service 202.

In one embodiment the educational material is available in unprotected format such as common word processing, video, sound or picture formats, or in basic or tailored ASCII format. In another embodiment the educational material is provided via DRM - enabled (Digital Rights Management) and/or otherwise protected arrangements. E.g. Flash plug-in or other browser extensions can be utilized.

In an embodiment, one or more game instances 206 can be created by the service 202/server 204 for enabling future joining by the players 208. The server 204 may maintain a database concerning each game instance 206 concerning the players 208 thereof and other game instance related parameters. The server 204 may create a plurality of game instances 206 with different parameters to enable selecting a desired game type by each player.

In another supplementary or alternative embodiment, a player 208 may preferably create game instances 206 for immediate or future, e.g. timed or regular slot, use. The player 208 may log in the system and determine the parameters for a new game instance 206, said parameters including but being not limited to e.g. at least one element selected from the group consisting of:

-minimum and/or maximum, or exact, number of players, -minimum and/or maximum, or exact, number of AI opponents, -skill level of AI opponent(s), -deck definition, -rules definition,

-public or private nature of the instance, the latter entity being preferably further parameterisable in view of allowed players defined via user ID's, password(s), IP- addresses, or other parameters, for example, and

-sending of game invitations, possible further parameters of which preferably including but not limited to local mailbox, message board, instant messages, e-mail address, and terminal-specific messages such as SMS/Multimedia messages in the case of mobile terminals.

A game instance 206 may further include a dedicated virtual lobby, wherein the players having joined the instance may preferably communicate prior to begin the game, and wherein the players having joined the instance after the game start-up, i.e. during game rounds, may reside and wait for the following match.

The number of virtual cards per virtual deck can be fixed or determinable by the player creating the instance 206. In one embodiment the network service 202 is adapted to allow choosing the playable set of cards, i.e. the deck, from all of the companies available in the service 202. In another embodiment, the player 208 may select at least one desired stock exchange; the cards for the virtual deck may then represent all companies listed in the given exchange or a predetermined number of cards may be randomly, manually, or according to another criterion, picked out. In a further embodiment, the player 208 creating a game instance can define or use a deck that comprises cards provided to him in the retail kit 102 or acquired afterwards with a product update, which may be a physical update kit or electronic update transmission via the service 202 to be discussed in this text.

In an embodiment, various information elements, e.g. key indicator values and/or parameter values, on the cards can be updated with chosen frequency. Completely new cards may be also introduced. The players 208 may subscribe to an automatic update service via the network service 202, for instance, so that the server 204 or other service entity is adapted to provide either predetermined or all updated cards or updated decks via a preferred delivery method after their release or in a timed manner, or in response to some other predetermined event.

The automatic update service may comprise a user database including subscriber identification information (e.g. user ID/alias, name, and/or address/e-mail) and actual one or more subscription parameters for each subscriber, i.e. what is updated (selected cards, whole deck, new cards, etc), when (asap after release, in a timed manner (weekly, monthly, yearly, etc)) and how is the delivery going to take place (physical, electronic, etc); upon first locally obtaining the updates (e.g. via interfaces to stock exchanges or other services) the service 202 may traverse through the database and trigger delivering the updates in accordance with the subscriptions. The delivery method may refer to a postal or courier service, or electronic delivery utilizing e.g. the communications network 210 and various other networks routing the data traffic to the players via e-mail or a client-server software interaction, for example. Electronic delivery is more profoundly described hereinafter in connection with the explanation

of print-to-play context. Likewise, the virtual decks usable in the service 202 by the player 208 may be updated based on the disclosed update procedure.

In one embodiment the players 208 can preferably interact with each other. Means for interaction between two or more players may be implemented via an electronic message board, mailbox, chat board, instant messaging, voice chat, video call, video conference, etc. Interaction may incorporate auditory, textual and/or visual communication.

In one embodiment the players 208 may play several games simultaneously; either one UI window can be split into multiple parts each depicting one game instance or several UIs (e.g. browser windows or client software instances), e.g. one per instance, may be utilized.

In one embodiment of the actual game progression, see figure 4B for visualization, a plurality of cards, e.g. the selected deck, is evenly spread between two or more players 420. At least one of the players may be an AI opponent controlled by the network service 202. Every player shall preferably keep his cards as a separate pile/deck with the preferably identical back sides of the cards facing upwards so that the front sides remain hidden. In the beginning of each round, the players pick the topmost card from their personal decks so that they may privately investigate the available information such as indicator values. According to one embodiment, player to the clockwise of the dealer begins the game by choosing and asking an indicator value 424. In alternative embodiments, the first asking player may be randomly or otherwise selected, 422. Players then disclose the values from their topmost card. The player with the best indicator value as defined by the selected set of rules 426 wins the other players' cards and inserts them to the bottom of his personal deck 428.

According to one embodiment of winning rules, a highest indicator value wins in the cases of EBITDA margin, Sales growth, Payout ratio and Personnel. Likewise, a lowest indicator value wins in the cases of Volatility, P/S and P/E. In alternative embodiments, modified or completely altered rules may be utilized.

The winning player continues the game (notice the reference numerals 422, 428 and the associated broken line between those) by choosing and asking the next indicator from the card now on top of his personal deck. In the case of a tie, the cards used in this round are moved to the bottom of each deck and a new indicator is chosen from a new card by the asking player. A player with only four or other predetermined number

of cards left is out of the game and the last remaining player wins. Alternatively, cards can be counted after a predetermined time limit or a predetermined number of rounds.

In one exemplary embodiment of the AI, the AI opponent randomly picks an indicator value 116 from the virtual card to be played during the ongoing round.

In another embodiment, the AI opponent is adapted to utilize re-scaling of indicator values in decision-making so that the values are comparable with each other. Depending on the possible value ranges of indicators, a common range may be first determined. If e.g. some indicator ranges bear relatively small values (e.g. P/S) and some others at least occasionally large values (e.g. the number of employees may be hundreds of thousands), prior to comparing the indicator values of a single playing card, they are preferably converted into a common scale, which may be a common range between the extreme values found, for example. For instance, if the maximum number of employees per card/company is determined as 150 000 (f), whereas the minimum is 10 (e), the actual value (x) present in each card could be mapped via a linear equation to a predetermined range between 1 (g) and 1000 (h) by applying the following first order polynomial f(x) and optionally rounding the result (y), if desired:

f(x)=a*x + b = y, (1)

wherein a = (h-g)/(f-e) and b = g-e*a,

-» a=999/149990 and b=l-9990/149990=140000/149990.

For example, 70 000 (x) employees in the original range [10, 150000] would convert into (999/149990)*70000 + 140000/149990 ~ 467 in the common range [1, 1000], when y is rounded to the nearest integer (otherwise the range would be a real-number range { 1, 1000}).

Likewise regarding the remaining indicators, the original value ranges e-f, wherein e and f are typically indicator-specific, and values x therein, could be converted into the common range g-h including converted values y.

After converting the indicator values of the card to a common scale according to the above or other preferred method, the AI is adapted to compare the obtained "y's" and pick out the best, e.g. largest or smallest value depending on the type of the indicator. This can be achieved by calculating a distance h-y to each converted indicator value y

that represents a first group of indicators for which higher values are generally desirable (e.g. EBITDA margin, Sales growth, Payout ratio and Personnel). Correspondingly, a distance y-g is calculated to each indicator value y representing a second group of indicators for which lower values are generally desirable (e.g. volatility, P/S and P/E). The indicator value from the two groups having the smallest distance is deemed as best, and the corresponding indicator is selected for asking.

Instead of determining the distances to minimum/maximum value separately for the two groups of indicator values, the values x of the first group of indicators may, in accordance with one embodiment, be inversely converted to the range h-g (instead of g-h) so that e and f map to h and g, respectively, after which the indicator y with the smallest value can be directly selected from the both two groups. Alternatively, the values x of the second group of indicators may be converted to the range h-g, after which the indicator y with the highest value can be selected as the best one from the two groups.

In the theoretical case of two equally good and at the same time best two indicators, either of them may be randomly selected, for example.

In another embodiment, the above or some other mathematical selection method is controllably randomized, i.e. "humanized", by multiplying each indicator value, just temporarily for the selection procedure, either prior to or after the scale conversion with a unique random factor between 0.8 and 1.2 or some other desired, predetermined range, for example.

In a further embodiment, a higher level AI is configured to utilize real distributions of indicator values within each indicator type in connection with the converting procedure, i.e. to render the conversion non-linear, so that single extremely low or high indicator values defining e.g. the borders of the value range e-f do not affect the conversion as greatly as with the linear conversion. The values residing close to the distribution average of the original range may thus be shifted towards the borders of the common range g-h on the basis of the distribution.

Instead of or in addition to real-time calculus and random indicator selection, the AI may be adapted to use predetermined conversion and/or comparison tables to map indicator values to a common scale for the selection procedure.

Further, AI opponents may be dividable into a number of different profiles. For example, a risk-taker profile may be configured to choose indicator values with high average standard deviation between decisions. A neutral profile may be configured to choose indicator values which follow average deviation. Risk-averse profile is configured to choose indicator values from a limited set of indicators with small average deviation. These profiles can be named as computer-based rehearsal opponent players, for example. Additional AI opponent profiles can be developed by mutating basic profiles according to information given by players via their playing patterns.

For example, in order to simulate market behaviour, a service variation which allows variable number of AI opponents may be used. In the first stage the game may be based on few dominant players with identifiable profiles. In the later stages, as determined by e.g. total playing time and/or rounds played, the number profiles may be increased to simulate market conditions with no (or lower number of) dominant players.

In a further embodiment the AI arrangement is based on adaptive algorithm which may follow the predetermined profiles. The adaptive algorithm may be configured to track selections by human player(s) in order to adapt to the skill level of the player(s). Accordingly, the algorithm may be configured to consider players' wins/losses in game sequences and between games. For example, the adaptive algorithm may be configured to prevent streams of losses/wins exceeding a predetermined (average) length. In cases of stream of player's losses the AI may be configured to choose sub- optimal indicator values or in cases of wins it may be configured to choose e.g. the best available indicator. The adaptive algorithm may be selected so as to provide both wins and losses with a predetermined probability and/or frequency to cultivate the player's skills by keeping the game challenging, but still enjoyable. The service may store user-specific adaptation information, e.g. parameters, so as to enable efficient, long-term adaptation and learning process and to optionally provide related statistics information to the player.

Cards available for AI profiles can be distributed randomly, or the best available card may be provided in every turn considering already played and still playable cards, or the cards may be chosen sub-optimally in average compared to the (human) player(s). The AI preferably uses processing means 220 for performing AI related analysis tasks. The processing means 220 may communicate through interface that may include four main functionalities. First, the deck is initialized in order to define included cards in the game, the number of players and so forth. Second, the AI acquires information

about the players' card/s for algorithm adaptation and player profile tracking purposes, for example. Third, AI needs information about actual moves in the game. Fourth, it needs to update status, e.g. profile information, based on the outcome of the game sequence.

In one embodiment, accessing a more complicated version of the game is charged a fee. The aforesaid version may include more educational material as reviewed above, more support functions such as an ability to store and recover unfinished single-player games, and more game modes (additional rules, tournament play, etc). The payment can preferably be carried out on-line while accessing the service 202; for instance, bank/credit card orders and money transfer option may be offered via textual and/or symbols visualized in the client UI of the service 202 for conveniently accessing related financial institutions such as banks providing a secure on-line payment possibility.

The service 202 can also include the dimension and features of money stakes, gambling and one or more links to real financial or other markets or services. The basic set of cards, i.e. the basic virtual deck, is added to the service by the host of the service 202. Companies can purchase visibility by adding their logos or other identification against a fee per period. Other instances, such as brokers, can also purchase visibility in the service in general or in the cards. Players or firms can request addition of new cards to the overall space of playable cards either permanently or for a limited period against a fee.

Money stakes can be applied in different game phases such as prior to revealing the indicators or before or during other game sequences. Money stakes can also be applied in the game rules so that betting is related to ability to continue in the game.

In one embodiment the network service 202 supplements the gaming experience by supporting the players 208 to access the system either as anonymous or registered clients. As with the supplementary or chargeable service model, more service options may be provided to the registered users. The service 202 may be further adapted to verify the identity of a player via identification information such as credit card or smart card data that can be verified via the associated financial, governmental or other type of institution. In one embodiment anonymous players may not utilize user- defmable aliases whereas the registered users are allowed to use their real names or preferred nicknames as aliases.

Figure 3 depicts an optional print-to-play feature of the present invention. The players 208 may use either the same terminal 212 already applied in the network gaming or some other terminal device capable of connecting the network 210 and receiving data therefrom. The print-to-play functionality generally allows remote printing, i.e. generation, of playing cards 306. The party sending data enabling the printing may be the server 204 or another service 202 entity. The server 204 or said another entity is first provided with an update request. The request may have been explicitly ordered by a player via his terminal device 212, or it may be an automated request generated by the automatic update service including the particular player as a subscriber. The automatic updates may be triggered as explained hereinbefore. In one embodiment the player may send an update request via the UI of the network service 202. In another embodiment, the update requests can be sent via e-mail or ordinary mail, or via SMS/MMS (Short Message Service/Multimedia Messaging Service) messages or a telephone service. The updates may be gratuitous or require paying a fee. Yet, obtaining right to updates may require occurrence of some predetermined event such as winning a predetermined number of games hosted by the network service 202.

The data received via the update may include at least one element selected from a group consisting of: data defining a printable playing card, data defining a printable deck of multiple playing cards, indicator value for a printable playing card, indicator name for a printable playing card, instructions for replacement of an indicator with another indicator in a printable playing card, graphical, e.g. symbolic, data to be included in a printable playing card, textual data for a printable playing card, a company-related parameter for a printable playing card associated with the company, background and/or investing information, and game rules.

In another embodiment the received data includes update information that is preferably downloaded to the client software that is adapted to create updated playing card(s) ready for printing on the basis of the update information.

In one embodiment the received data is ready for printing, i.e. it defines for a predetermined printing tool such as a computer application the final appearance of one or more playing cards. The applied printing device 302 may be a common laser, inkjet or sublimation printer, for example. The material used as a printing target may be white cardboard, for example. The cardboard may be provided in a size corresponding to a playing card or in a bigger format that preferably comprises specially treated, e.g. thinned, dash line or other portions for separating the printed cards from the surrounding frame with knife or scissors, or by merely gently folding the cardboard

back and forth. Preferably the material is similar to the material used in already existing playing cards, unless the whole deck is to be reprinted. Similarity is in most cases best guaranteed, if the material is provided by the service provider or another authorized party working co-operatively with the card manufacturer.

In one embodiment player 208 orders the update via the network service 202, but receives the printing material, e.g. white cardboard ready for insertion in a printer, by mail. Upon receipt of the order the server 204 or another service entity enables downloading the update data to the client terminal 212 and triggers sending the printing material by mail. Posting also the printing material in response to the update request may be a user-selectable feature, e.g. a tick box or menu selection item.

In another embodiment the player submits an order of ready-made playing cards to be delivered by mail. The update requests can be performed as explained hereinbefore.

The quality of print-to-play cards may be varied and different materials for printing may be offered for ordering through the service 202; accordingly the prices may differ. In one embodiment low-resolution and/or older (e.g. 12 months old) data is offered for download for free or for low cost, while obtaining high-resolution, and/or more recent such as contemporary data for printing requires paying a (higher) fee.

In one embodiment ordered cards, decks, cartons (or other suitable boxes) and material therein may be designed by the subscriber, e.g. via an Internet application, so that layout details are tailored according to subscribers needs and submitted material, e.g. photos, drawings and/or various design rules. Also different default high-quality layouts and boxes can be offered to subscribers.

Figure 4 is a flow diagram of a method in accordance with one embodiment of the current invention. At method start-up 402 various preparatory actions such as setting up a network game service 202 and related communication infrastructure are performed. In subsequent phase 404 a retail kit 102 according to the invention is obtained by purchasing it from a retailer, for example. Preferably utilizing a means for facilitating 110 remote access enclosed in the retail kit 102, the network service 202, e.g. the server 204, is accessed at 406. The motivation for accessing the network service 202 may relate to the network gaming aspect itself or a need to exploit one or more supplementary services such as educational material or product updates such as card updates, which is checked at 408.

The service 202 may be adapted to offer supplementary services to the user via on-line messages, for example, if the user does not spontaneously access them within a predetermined time period. Otherwise the supplementary services may be requested and accessed via the service UI. If the supplementary services indeed are desired, the user may subscribe to them and order e.g. virtual/physical card updates and printing material, or request access to supplementary on-line features reviewed hereinbefore at 410. At this stage the service 202 may verify and/or alter the user's access rights in relation to the supplementary services and provide data for downloading, when necessary. The user may then access the unlocked/popped up new service features 412 and download update data, for example. If the user downloaded an electronic update for obtaining totally new or updated playing cards, the cards may be locally printed according to the print-to-play concept of the invention as depicted by numeral 414.

The scope of the invention is found in the following claims. Whilst various modifications can be introduced to the particular embodiments explicitly disclosed herein, the resulting solution may still remain within the inventive overall concept of the present invention as defined by the appended independent claims and appreciated by persons skilled in the art.