A method for playing a game in which one or more contestants endeavor to transform a list of personal desired wishes into awarded prizes. The game offers two mechanisms-knowledge version and luck version for realizing these wishes. External participants may become involved in the game and fulfill their own personally selected wishes. The external participants may obtain the unfulfilled wishes lost by the contestants. In a preferred embodiment of the present invention a website "arena" is provided, which uniquely connects personal needs and desires of individuals with potential suppliers of these desired products and services. The arena enables participants to accumulate credit points. The game--typically a TV game show--stimulates the general public to take part in the arena, promotes it, and creates a competitive advantage over e-commerce sites.

 
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> Poker game with secondary bet opportunity

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