Method and system for using online entertainment to promote goods, services, activities and events

    公开(公告)号:US20080207316A1

    公开(公告)日:2008-08-28

    申请号:US11973311

    申请日:2007-10-04

    IPC分类号: A63F9/24 G06Q30/00

    CPC分类号: G06Q30/0239 G06Q30/02

    摘要: The present invention is a method and system for online selection of contestants for online and offline competitions that uses objective selection criteria and allows the participation of members of the general public. It also provides an effective marketing and revenue generating mechanism as part of the contestant selection process. In one or more embodiments, a series of online challenges are presented to potential contestants (sometimes referred to herein as “participants.”) In one or more embodiments, challenges are designed to be entertaining (i.e. fun to participate in) as well as goal achieving (i.e means to become a contestant in a competition and/or win a prize). In one or more embodiments, one or more of the challenges integrates a sponsor's product or service into the subject matter (i.e. structure, process, and/or content) of a challenge, and/or requires a participant to obtain information about a sponsor's product or service to complete the challenge. In one or more embodiments, one or more online preliminary challenges are presented over a period of time. Successful completion of the online preliminary challenges permits a participant to compete in one or more subsequent challenges. In one or more embodiments, participants who are successful in completing the subsequent challenge(s) are selected to participate in an associated competition. In one or more embodiments, one or more of the challenges require a participant to obtain information about a sponsor's product or advertisement to complete the challenge, thereby directing the attention of participants to the sponsor's product or service. In one or more embodiments, the invention promotes interaction of participants with new media (i.e. the internet), traditional media (i.e. television, film and print media), and real world events (i.e. an offline competition).