1. A method of eliciting customer preferences, comprising: establishing a computer-enabled facility accessible to the target audience of participants; determining features to collect bets on; determining which participants may register; determining a betting period; determining betting rules; determining how to decide winners and prizes; registering said participants participation using said website; instructing said participants about procedures of abetting game and list of possible product features; betting, by said participants, on the product features said participants think will be preferred by the general public; determining whether an end of the betting period has been reached; determining, at the end of the betting period, average bets for each of the product features; predicting average customer preferences based on said average bets; determining a score of each participant who made bets; determining which of said participants has a best score; and using resulting preference information for production planning.