U.S. patent application number 12/691472 was filed with the patent office on 2010-08-12 for method and system for administering a fantasy game.
This patent application is currently assigned to OPEN SPORTS NETWORK, INC.. Invention is credited to Barry A. Carpe, Mark C. Hennessy, Michael Levy, David A. Marchetti, Robert C. Phythian.
Application Number | 20100203936 12/691472 |
Document ID | / |
Family ID | 42540869 |
Filed Date | 2010-08-12 |
United States Patent
Application |
20100203936 |
Kind Code |
A1 |
Levy; Michael ; et
al. |
August 12, 2010 |
METHOD AND SYSTEM FOR ADMINISTERING A FANTASY GAME
Abstract
Disclosed is a system for administering a plurality of fantasy
games having a game server for hosting the plurality of fantasy
games, a client for connecting to the game server, a virtual lobby
for accessing the plurality of fantasy games hosted on the game
server, a first fantasy game which persists for a predetermined
duration, and a scoring module for awarding points to the first
fantasy team and the second fantasy team and for determining a
winner between the first fantasy team and the second fantasy team
at the expiration of the predetermined duration. The first fantasy
game has a first fantasy team with a first plurality of roster
positions, a second fantasy team with a second plurality of roster
positions, and a fantasy draft wherein a first manager selects a
first fantasy player corresponding to a first real-world performer
in a first real-world event.
Inventors: |
Levy; Michael; (Boca Raton,
FL) ; Phythian; Robert C.; (St. Paul, MN) ;
Carpe; Barry A.; (Boca Raton, FL) ; Marchetti; David
A.; (Boca Raton, FL) ; Hennessy; Mark C.;
(Miramar, FL) |
Correspondence
Address: |
HOLLAND & KNIGHT LLP
2099 PENNSYLVANIA AVE, SUITE 100
WASHINGTON
DC
20006
US
|
Assignee: |
OPEN SPORTS NETWORK, INC.
Deerfield Beach
FL
|
Family ID: |
42540869 |
Appl. No.: |
12/691472 |
Filed: |
January 21, 2010 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61146188 |
Jan 21, 2009 |
|
|
|
Current U.S.
Class: |
463/4 ;
463/42 |
Current CPC
Class: |
A63F 13/12 20130101;
A63F 2300/558 20130101; A63F 13/71 20140902; A63F 13/65 20140902;
A63F 13/828 20140902; A63F 13/798 20140902 |
Class at
Publication: |
463/4 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for administering a plurality of fantasy games
comprising: a game server for hosting the plurality of fantasy
games; a client for connecting to the game server; a virtual lobby
for accessing the plurality of fantasy games hosted on the game
server; a first fantasy game which persists for a predetermined
duration comprising: a first fantasy team comprising a first
plurality of roster positions; a second fantasy team comprising a
second plurality of roster positions; a fantasy draft wherein a
first manager selects a first fantasy player corresponding to a
first real-world performer in a first real-world event; and a
scoring module for awarding points to the first fantasy team and
the second fantasy team and for determining a winner between the
first fantasy team and the second fantasy team at the expiration of
the predetermined duration.
2. The system of claim 1 further comprising a matching engine for
suggesting a subset of the plurality of fantasy games;
3. The system of claim 2 wherein the suggesting includes an
analysis of the play history of the first manager.
4. The system of claim 2 wherein the subset includes a second
fantasy game in which a previous opponent of the first manager is
playing.
5. The system of claim 2 wherein the subset includes a second
fantasy game having a similar fantasy game characteristic to a
previous fantasy game in which the first manager participated.
6. The system of claim 1 wherein the predetermined duration is less
than one week.
7. The system of claim 1 wherein the predetermined duration is two
days.
8. The system of claim 1 wherein the predetermined duration begins
at a start of the first real-world event on a Sunday and the
predetermined duration ends at a termination of a second real-world
event on the Sunday.
9. The system of claim 1 wherein the fantasy draft further
comprises: a second fantasy player corresponding to a second
real-world performer in a second real-world event; a third fantasy
player corresponding to a third real-world performer in a third
real-world event; a fourth fantasy player corresponding to a fourth
real-world performer in a fourth real-world event; and a second
manager who selects the second fantasy player wherein the second
manager selects the third fantasy player before the first manager
selects the fourth fantasy player.
10. The system of claim 1 further comprising an authentication
module for authenticating the client to the game server.
11. A method for administering a plurality of fantasy games
comprising: hosting the plurality of fantasy games on a game
server; connecting to the game server with a client; providing a
virtual lobby for accessing the plurality of fantasy games hosted
on the game server; selecting a first fantasy game which persists
for a predetermined duration, the first fantasy game comprising: a
first fantasy team comprising a first plurality of roster
positions; a second fantasy team comprising a second plurality of
roster positions; a fantasy draft wherein a first manager selects a
first fantasy player corresponding to a first real-world performer
in a first real-world event; and a scoring module for awarding
points to the first fantasy team and the second fantasy team and
for determining a winner between the first fantasy team and the
second fantasy team at the expiration of the predetermined
duration.
12. The method of claim 11 further comprising browsing the
plurality of fantasy games hosted on the game server.
13. The method of claim 11 further comprising generating a subset
of the plurality of fantasy games hosted on the game server.
14. The method of claim 13 wherein the generating includes an
analysis of the play history of the first manager.
15. The method of claim 13 wherein the subset includes a second
fantasy game similar to a previous fantasy game in which the first
manager participated.
16. The method of claim 11 wherein the predetermined duration is
less than one week.
17. The method of claim 11 wherein the predetermined duration is
two days.
18. The method of claim 11 wherein the predetermined duration is
one day.
19. The method of claim 11 wherein the predetermined duration
begins at a start of the first real-world event on a Sunday and the
predetermined duration ends at a termination of a second real-world
event on the Sunday.
20. The method of claim 11 wherein the fantasy draft further
comprises: a second fantasy player corresponding to a second
real-world performer in a second real-world event; a third fantasy
player corresponding to a third real-world performer in a third
real-world event; a fourth fantasy player corresponding to a fourth
real-world performer in a fourth real-world event; and a second
manager who selects the second fantasy player wherein the second
manager selects the third fantasy player before the first manager
selects the fourth fantasy player.
Description
[0001] This invention claims the benefit of U.S. Provisional Patent
Application No. 61/146,188 filed on Jan. 21, 2009, which is hereby
incorporated by reference in its entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The embodiments of the invention relate to an online fantasy
game and, more particularly, to a method and system for
administering an online fantasy game. Although embodiments of the
invention are suitable for a wide scope of applications, it is
particularly suitable for an online fantasy game of short duration
in which participants receive automated suggestions to participate
in particular games based upon the participant's play history.
[0004] 2. Discussion of the Related Art
[0005] In general, fantasy games are games that are based upon
actions of people in the real world at an event, such as a
professional sports game. Participants in a fantasy game select a
fantasy player or fantasy players which correspond a person or
persons from the real world. Participants accumulate points when
the selected persons perform certain acts in the real-world event.
A participant wins in a fantasy game by accumulating more points
than other participants.
[0006] A fantasy game is hosted by a fantasy game provider, such as
a website operator. The participants in a fantasy game can be
called managers and compete with other managers in a group called a
fantasy league. A fantasy league can be created and run by a
commissioner on a server provided by the fantasy game provider.
[0007] Each manager has a fantasy team with a number of roster
positions. Roster positions are filled, at the discretion of the
manager, from a pool of fantasy players. Within a traditional
fantasy league, fantasy players are typically owned exclusively by
a single manager and correlate to real-world performers. Fantasy
players earn points for their fantasy team based upon a real-world
performance of the real-world performer in a real-world event.
Managers can trade or substitute fantasy players with a history of
poor performances for other fantasy players. Roster changes may be
made before the underlying real-world performance of a fantasy
player has begun. Managers defeat an opponent by obtaining a higher
score based upon the manager's prior selection of fantasy players
who collectively scored more points than the opponent's fantasy
players.
[0008] Typically, fantasy games are based on athletic competitions
in the real world. Exemplary athletic competitions include American
football, baseball, basketball, and hockey. For example, a manager
might score points when a particular baseball player hits a home
run or when a basketball player scores a free throw. However,
fantasy games are not necessarily limited to athletic competitions
and can be based upon any happening in the real world.
[0009] To facilitate scoring in a traditional fantasy game, the
fantasy game provider will procure and analyze statistics of the
underlying real-world performances. Statistics refer to
quantifiable information about the real-world player's performance.
For example, a fantasy player may accumulate points when the
corresponding real-world player scores a goal. The statistics can
be provided by an agent of the fantasy game provider who observes
the real-world performances and tallies the attributes of the
performance as they occur. Alternatively, the statistics can be
provided by a third party statistics service which assimilates
statistical data about underlying real-world performances and makes
them available to the fantasy game provider at a cost.
[0010] Statistical data is traditionally gleaned by a human who
manually records attributes of the performance while the
performance is occurring. The performance is typically observed by
watching a televised broadcast of the real-world event. The
statistical data can be simultaneously uploaded to the internet for
integration into a fantasy game hosted by the fantasy game
provider. Statistical data typically include the name of the
performer and quantifiable attributes of the performer's
performance.
[0011] In traditional fantasy games, a group of managers will join
a league which is created and run by a commissioner. Managers then
take turns selecting fantasy players to fill their rosters in a
fantasy draft. Once a fantasy player has been selected by one
manager, that same fantasy player cannot be selected by another
manager. Fantasy players not initially selected in the fantasy
draft are called free agents and can be selected by managers to
fill roster positions later in the fantasy game.
[0012] In traditional fantasy games managers directly compete
against other managers in periodic one-on-one competitions called
matchups. League rules dictate the duration of fantasy game,
matchup schedules, and scoring methodology. The fantasy game
typically persists for the entire set of underlying real-world
performances. Matchups between managers occur for a subset of the
performances. For example, a fantasy game may cover an entire
sporting season and matchups will occur for all games in a given
week.
[0013] In a variant of the traditional fantasy game, each fantasy
player is assigned a fantasy salary based on the market demand for
that fantasy player. Each manager is given a "salary cap" and must
staff the fantasy team while the sum of all fantasy player's
salaries under the salary cap. In this variant, the same fantasy
player may be possessed by multiple managers within the same
fantasy league.
[0014] FIG. 1 is a flow chart illustrating the administration of a
fantasy game according to the prior art. As shown in FIG. 1, a
commissioner engages the fantasy game provider to create 100 a
fantasy league. After the league is created, the commissioner
invites 110 others to join the league and compete as managers in a
fantasy football game consisting of a series of matchups amongst
the managers. A typical league will have eight to twelve managers.
When the league has been formed and a requisite number of managers
has joined, a fantasy draft is initiated 120. During the draft,
managers take turns selecting fantasy players to join their
respective fantasy teams. When the managers have a full team, the
draft is complete and the fantasy game can begin 130.
[0015] In traditional fantasy games managers are paired 140 into
weekly head-to-head matchups. Each week managers are paired into a
different matchup than the week before. However, the fantasy draft
only occurs once and a manager carries fantasy players forward from
one week to the next. A fantasy game will typically last for the
duration of a series of an underlying real-world period, such as an
entire football season. At the end of the fantasy game, the manager
with the most matchup wins is declared 150 the winner of the
fantasy game.
[0016] In some variants of the traditional fantasy game, a single
elimination fantasy tournament is held in the final weeks of the
fantasy game. The results of previous matchups are used to
determine eligibility and seeding for the fantasy tournament.
[0017] Traditional fantasy games take place over long periods of
time such as an entire athletic season. Because fantasy games often
persist for many months, managers may become disinterested in the
game if their fantasy team is performing poorly. Further,
traditional fantasy games are closed to new managers after the game
has begun. Additionally, managers with poorly performing fantasy
teams may become disenfranchised in the later part of the season
and limit their participation or withdraw from the game.
Disinterested or withdrawing managers diminishes the fantasy game
experience for the remaining managers.
SUMMARY OF THE INVENTION
[0018] Accordingly, embodiments of the invention are directed to a
method and system for playing a administering an online fantasy
game that substantially obviates one or more of the problems due to
limitations and disadvantages of the related art.
[0019] An object of embodiments of the invention is to provide a
system that provides a fantasy game which is completed in much less
time than traditional fantasy variants.
[0020] Another object of embodiments of the invention is to provide
an interface for managers to find and enter fantasy games.
[0021] Another object of embodiments of the invention is to suggest
fantasy games to managers in which they may be interested.
[0022] Another object of embodiments of the invention is to provide
a system for hosting a fantasy game in which managers compete
directly against two or more opponents at the same time.
[0023] Additional features and advantages of embodiments of the
invention will be set forth in the description which follows, and
in part will be apparent from the description, or may be learned by
practice of embodiments of the invention. The objectives and other
advantages of the embodiments of the invention will be realized and
attained by the structure particularly pointed out in the written
description and claims hereof as well as the appended drawings.
[0024] To achieve these and other advantages and in accordance with
the purpose of embodiments of the invention, as embodied and
broadly described, the method and system for administering an
online fantasy game includes a client for connecting to the game
server, a virtual lobby for accessing the plurality of fantasy
games hosted on the game server, a first fantasy game which
persists for a predetermined duration, and a scoring module for
awarding points to the first fantasy team and the second fantasy
team and for determining a winner between the first fantasy team
and the second fantasy team at the expiration of the predetermined
duration. The first fantasy game has a first fantasy team with a
first plurality of roster positions, a second fantasy team with a
second plurality of roster positions, and a fantasy draft wherein a
first manager selects a first fantasy player corresponding to a
first real-world performer in a first real-world event.
[0025] In another aspect, the method and system for administering
an online fantasy game includes hosting the plurality of fantasy
games on a game server, connecting to the game server with a
client, providing a virtual lobby for accessing the plurality of
fantasy games hosted on the game server, selecting a first fantasy
game which persists for a predetermined duration, and a scoring
module for awarding points to the first fantasy team and the second
fantasy team and for determining a winner between the first fantasy
team and the second fantasy team at the expiration of the
predetermined duration. The first fantasy game includes a first
fantasy team with a first plurality of roster positions, a second
fantasy team with a second plurality of roster positions, and a
fantasy draft wherein a first manager selects a first fantasy
player corresponding to a first real-world performer in a first
real-world event.
[0026] It is to be understood that both the foregoing general
description and the following detailed description are exemplary
and explanatory and are intended to provide further explanation of
embodiments of the invention as claimed.
BRIEF DESCRIPTION OF THE DRAWINGS
[0027] The accompanying drawings, which are included to provide a
further understanding of embodiments of the invention and are
incorporated in and constitute a part of this specification,
illustrate embodiments of the invention and together with the
description serve to explain the principles of embodiments of the
invention.
[0028] FIG. 1 is a flow chart illustrating the administration of a
fantasy game according to the prior art;
[0029] FIG. 2 is a flow chart illustrating the administration of a
plurality of fantasy games according to an embodiment of the
invention;
[0030] FIG. 3 is a ledger illustrating scoring for a fantasy game
based on football according to an embodiment of the invention;
[0031] FIGS. 4a-4c are ledgers illustrating scoring for a fantasy
game based on basketball according to an embodiment of the
invention;
[0032] FIG. 5 is a block diagram of a system for administering a
fantasy game according to an embodiment of the invention;
[0033] FIG. 6 is a flow chart showing a method for engaging in a
fantasy game according to an embodiment of the invention;
[0034] FIG. 7 is a flow chart showing a method for engaging in a
fantasy game according to an exemplary embodiment of the
invention;
[0035] FIG. 8 is a flow chart showing a method for administering a
fantasy game according to an embodiment of the invention;
[0036] FIG. 9 illustrates a method and system for collecting
performance data according to an embodiment of the invention;
and
[0037] FIG. 10 is a block diagram showing data collection according
to an embodiment of the invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0038] Reference will now be made in detail to the preferred
embodiments of the invention, examples of which are illustrated in
the accompanying drawings. The invention may, however, be embodied
in many different forms and should not be construed as being
limited to the embodiments set forth herein; rather, these
embodiments are provided so that this disclosure will be thorough
and complete, and will fully convey the concept of the invention to
those skilled in the art. In the drawings, the thicknesses of
layers and regions are exaggerated for clarity. Like reference
numerals in the drawings denote like elements.
[0039] FIG. 2 is a flow chart illustrating the administration of a
plurality of fantasy games according to an exemplary embodiment of
the invention. As shown in FIG. 2, a game server creates 200 and
hosts a plurality of fantasy games. The exact number of fantasy
games available on the game server is a factor of demand. As
existing fantasy games are filled, the game server can
automatically add additional fantasy games.
[0040] In an embodiment of the invention, managers have the ability
to manually create custom fantasy games on the game server. When
fantasy games are manually created by a manager, the manager can
set certain fantasy game characteristics such as number of
managers, roster size, roster positions, cost to join, and
distribution of prize monies. When a manager creates a custom
fantasy game, the manager can send invitations to selected others
and specify a password so that only those with the password may
enter the fantasy game.
[0041] In another embodiment of the invention, a fantasy game can
have capacity for as many as twenty mangers who compete directly
against each other. In yet another embodiment a fantasy game can
have capacity for exactly two managers who directly compete in a
head to head match up. A fantasy team in a fantasy game can have
exactly one roster position or as many as fifty roster positions.
The game server can check to ensure that the number of fantasy
teams multiplied by the number of roster positions does not exceed
the number of fantasy players eligible to be drafted.
[0042] When a manager logs on to the game server, a matching engine
suggests 210 a number of fantasy games in which the manager may be
interested. Suggestions can be based upon the manager's history of
fantasy game play. For example, if the manager often participated
in fantasy games having six managers, the matching engine can
present a list of fantasy games which also have capacity for six
managers. In another example, if the fantasy manager often
participated in fantasy games in which the entry fee was five
dollars, the matching engine can present a list of fantasy games
which also have an entry fee of five dollars. Alternatively, if the
manager is a frequent winner of fantasy games having a five dollar
entry fee, the matching engine can present a list of fantasy games
having a higher entry fee. The matching engine can present a list
of fantasy games in which previous opponents are playing. It will
be appreciated by one having ordinary skill in the art that the
above described criteria for suggesting a fantasy game to a manager
are only exemplary and that additional criteria covering the full
breadth of a manager's historical data are contemplated.
[0043] When the game server creates a fantasy game, the fantasy
game becomes available for all managers who are currently using the
game server. Any manager may join 220 a game created by the game
server until the fantasy game's capacity of a predetermined number
of managers is reached. When capacity is reached, a countdown
begins. The countdown gives managers an opportunity to peruse the
real-world player candidacy pool and rank fantasy players for
selection during the draft.
[0044] After the countdown, the fantasy draft begins 230
immediately. All managers are randomly assigned a draft seed by the
game server. A manager who creates a custom fantasy game can
manually assign draft seeds. The manager with the number one seed
is the first to select a fantasy player. Managers take turns
selecting fantasy players in order of their draft seed. When the
manager having the lowest draft seed selects a fantasy player, the
draft order is reversed. The next round of drafting begins with the
manager having the lowest draft seed and continues in turn to the
manager having the highest draft seed. Drafting continues in this
fashion until all roster positions of the fantasy teams are
filled.
[0045] The draft process can often take many hours. A fantasy game
can consist of ten teams, each with eight roster positions. If each
manager takes two minutes to make a draft selection, the draft
could take two hours and forty minutes. In an embodiment of the
invention, managers have a limited time in which to make each draft
selection. The limited time can be set by the game server to be any
value, however fifteen seconds, twenty seconds, thirty seconds,
forty five seconds, and sixty seconds have been found to be
beneficial. The shortened draft time adds to the thrill and
excitement of the fantasy game while simultaneously speeding up the
draft process. In an embodiment where draft selections are limited
to fifteen seconds, a complete draft of ten teams with eight roster
positions takes only twenty minutes.
[0046] In an embodiment of the invention, fantasy rosters are
locked after the draft and managers are can not make substitutions.
In another embodiment, managers can make substitutions until the
beginning of the first game of the underlying real-world events. In
ywt another embodiment, mangers can make substitutions of any
fantasy player who's corresponding real-world player has not begun
to perform in an event.
[0047] When the fantasy draft is completed, the fantasy game begins
240. During the fantasy game, fantasy players are awarded points
when the underlying real-world performer performs certain feats.
For example, a football player may be awarded six points for
scoring a touch down. A basketball player may be awarded two or
three points for scoring a field goal. A baseball player may be
awarded one point for catching a fly ball.
[0048] A fantasy game according to an exemplary embodiment of the
invention persists 250 for a short period of time in comparison to
a traditional fantasy game. While a fantasy game according to the
prior art can last for the length of an entire athletic season,
game duration according to embodiments of the invention can be for
less than one week. According to an embodiment of the invention, a
fantasy game starts on a Sunday and ends on a Monday. In another
embodiment, a fantasy game starts on a Thursday and ends on a
Monday. In yet another embodiment, a fantasy game starts and ends
on a Sunday. In an alternative embodiment, a fantasy game starts
and ends on a Saturday. In yet another alternative embodiment, a
fantasy game lasts for one week or less. In an embodiment, a
fantasy game lasts for six hours or less.
[0049] At the end of the fantasy game, the manager who has
accumulated the most points is declared 260 the winner. If the
fantasy game had an entry fee, the winner can be awarded a portion
of the combined entry fees from all managers. In an embodiment of
the invention, the fantasy game provider takes a portion of the
entry fees. In another embodiment of the invention the first,
second, and third place managers are awarded a portion of the
combined entry fees.
[0050] FIG. 3 is a ledger illustrating scoring for a fantasy game
based on football according to an embodiment of the invention. As
shown in FIG. 3, each roster position 310, is awarded points for
each category 320. The scores for each point category 320 are
totaled to determine a total score for that roster position 330.
The total score 330 for each roster position 310 is totaled to
determine a total score for the fantasy team 340. The fantasy team
with the highest total score wins the fantasy game.
[0051] In a fantasy game based on baseball, basketball, and hockey,
each fantasy team is scored based on their standing for each
individual point category. The fantasy team with the highest score
in any given point category is awarded an amount of points equal to
the number of teams in the fantasy league (i.e. in an 8-man league,
first place in Home Runs receives 8 points). Each other fantasy
team in that point category is awarded one less point than the
fantasy team above it (i.e. 2nd place in home runs for an 8-man
league receives 7 points, 3rd receives 6 points, etc). Once each
point category has been scored, the fantasy team's total score is
the sum of all point categories. The fantasy team with the highest
score wins.
[0052] FIGS. 4A-4C are ledgers illustrating scoring for a fantasy
game based on basketball according to an embodiment of the
invention. As shown in FIGS. 4a-4c, for each point category 400,
managers 410 are ranked according to their accumulated points 420
in that category. The top manager 430 can be awarded a score 440
equal to the number of managers in the league. Each subsequent
manager is awarded 1 less point than the previous. The lowest
ranked manager 450 receives a score of 1. To obtain a final score
for a manager 410, the scores from each category are totaled 460.
The manager with the highest score 470 is the winner of the fantasy
game.
[0053] FIG. 5 is a block diagram of a system for administering a
fantasy game according to an exemplary embodiment of the invention.
As shown in FIG. 5, the system for administering a fantasy game
includes a game server 500, a game engine 505, at least one client
510, an authentication module 520, a virtual lobby 530, a matching
engine 540, a plurality of fantasy games 550a-550c, and a scoring
module 560.
[0054] The game server 500 hosts fantasy games 550a-550c and
provides access to features of the fantasy game. The game engine
505 creates and conducts fantasy games 550a-550c. The game engine
505 can enforce proper sequencing and timing for drafting and
wagering in a fantasy game.
[0055] The client 510 can connect to the game server 500 via an
internet or network connection. The client 510 can be owned and
operated by a manager (not shown). The client 510 can be a general
purpose computing machine, an internet enabled cellular telephone,
or a specialized device manufactured for the purpose of connecting
to the fantasy game server 500. The client 510 can be loaded with
proprietary software produced by the fantasy game provider. The
proprietary software can be downloaded from the internet and
installed by the manager or the proprietary software can be
distributed by physical media. Alternatively the client 510 can be
configured with general purpose software such as a web browser for
connecting to the game server 500 using the hyper text transfer
protocol.
[0056] The client 510 and game server 500 can be owned by a single
entity such as a bar, restaurant, or casino. The client 510 can be
dedicated, special purpose computing machine loaded with
proprietary software specifically for the purpose of interfacing
with the game server via a local area network or a wide area
network. The interfacing can occur wirelessly or wired through
standard technologies such as 802.11b/g, WiMAX, or standard Cat5e
cabling.
[0057] When the client 510 connects to the game server 500, the
client 510 forwards credentials to the server 500. The credentials
can serve to identify the client 510 and the manager by an
identifier such as a user name. The credentials further serve to
authenticate that manager to access the game server 500 by means
such as a password. When the game server 500 receives the
credentials the game server 500 forwards the credentials to an
authentication module 520. The authentication module 520 can verify
the identified manager is a manager registered to use the game
server 500 and that the authentication means are valid. Upon proper
authentication, the client 510 is granted access to the game server
500.
[0058] In an exemplary embodiment, the system for administering a
fantasy game provides a virtual lobby 530. The virtual lobby 530 is
a visual interface which provides the client 510 access to the game
servers features. An exemplary list of features includes: entering
an existing fantasy game by browsing a list of available games, the
entering into an existing fantasy game by searching for a game,
creating a new fantasy game, and locating games in which friends of
the manager are currently playing.
[0059] When browsing a list of available games, the list can be
limited according to certain criteria specified by the manager. An
exemplary list of these criteria include entry fee, game size,
roster size, and the type of real-world events upon which the
fantasy game is based. When searching for a fantasy game, the
manager may search upon similar criteria.
[0060] The virtual lobby can also have a messaging component where
managers can exchange ideas, look for people to challenge, or
otherwise engage in chat about the fantasy game. The virtual lobby
may also support the ability for managers to invite friends and
issue challenges to other managers.
[0061] The system for administering a fantasy game can also provide
a matching engine 540. The matching engine 540 provides customized
suggestions of fantasy games in which players may be interested.
For example, the matching engine can suggest games having similar
characteristics to previous fantasy games played by a manager. If
the manager has had much success in fantasy games having few
managers, the matching engine may suggest larger fantasy games to
broaden the competition. In another example, the matching engine
may suggest fantasy games in which friends or previous opponents of
the manager are playing.
[0062] The game server 500 further provides a plurality of fantasy
games 550a-550c. A fantasy game 550a has a plurality of fantasy
teams 551, each respectively having a plurality of roster positions
552. Fantasy games 550a-550c can be automatically created by the
game server 500 in response to demand or manually created by
individual managers. Fantasy games 550a-550c can formed according
to varying specifications. The fantasy game server 500 can
accommodate fantasy games having two to twenty fantasy teams
although in practice most fantasy games will have two to twelve
fantasy teams. The fantasy game server 500 can support fantasy
teams having one to fifty fantasy players. The game server 500 can
check to ensure that there are an adequate number of fantasy
players for a fantasy game having a given number of fantasy teams
and roster positions before creating a fantasy game.
[0063] The system for administering a fantasy game can provide for
a scoring module 560 which maintains data about the fantasy game
the underlying real-world performances. Managers may use the client
510 to monitor the scoring module data. In head-to-head matchups,
the client 510 shows the scores of both managers. If the manager is
participating in a fantasy game having more than two managers, the
client 510 shows the manager with the highest score. If the manager
is the current leader in the fantasy league, the client 510 shows
the second place manager's score along with manager's own
score.
[0064] In an exemplary embodiment, the client 510 can receive live
updates alerts from the game server 500 regarding the underlying
real-world performances. Updates can be available to managers
through the client 510. Example live updates alerts include:
real-world team news, real-world player news/injuries, automated
real-world game alerts including red zone or scoring notification,
automated fantasy alerts, scoring summaries, and current drive.
Additionally the client 510 can receive game-wide alerts regarding
major injuries, milestones, or events.
[0065] In an exemplary embodiment, the system for administering a
fantasy game provides a social networking module 570 which
integrates with social networking sites, such as Facebook.RTM.,
MySpace.RTM., or Twitter.RTM.. The social networking module allows
managers to identify friends from other social networks that have
existing accounts with the fantasy game provider and to invite new
friends to the fantasy game using the management tool. The social
networking module allows mangers to see friends who are currently
playing fantasy games and to maintain a list of friends for easy
reference. Additionally, the social networking module may have
status updates from the fantasy game manually or automatically
posted to an external social networking site.
[0066] FIG. 6 is a flow chart showing a method for engaging in a
fantasy game according to an exemplary embodiment of the invention.
As shown in FIG. 6, a manager can enter 600 the virtual lobby and
matching engine. At 610 a manager can either join an existing
fantasy game 630 or create a new, custom fantasy game 620.
[0067] If the manager chooses to join an existing game, the manager
can either select a game by browsing a list of available games.
Alternatively, the matching engine can suggest 650 a subset of
available games to the manager. When the manager selects an
existing fantasy game the waits 670 for the requisite number of
managers to join and for the draft to begin.
[0068] If the manager chooses to create 620 a new, custom game, the
manager must first specify the options for the fantasy game.
Exemplary options include the type of event upon which the fantasy
game is based, the number of teams, roster positions per team, and
whether the custom fantasy game is "locked" or "open". A "locked"
game is available by invitation only and requires a password to
participate. An "open" game is listed with all other fantasy games
hosted on the game server and open for all managers to join. When
the fantasy game is created, the manager waits for the game to be
filled with other managers and for the draft to begin 670.
[0069] FIG. 7 is a flow chart showing a method for engaging in a
fantasy game according to an exemplary embodiment of the invention.
As shown in FIG. 7, a manager can enter 700 the lobby and utilize
the matching engine to find 710 another manager to challenge in a
head to head match. In a head to head match, a manager selects
exactly one other manager to challenge in a fantasy game. The
challenger creates 720 a fantasy room and invites 730 the opposing
manager. When both managers have arrived accepted the challenge,
and entered the head to head fantasy game, the draft begins
750.
[0070] FIG. 8 is a flow chart showing a method for administering a
fantasy game according to an embodiment of the invention. As shown
in FIG. 8, once the requisite number of players have joined the
fantasy game, the draft countdown begins 800. During this time
managers have an opportunity to examine the fantasy player
candidacy pool, strategize, and rank the fantasy players. At the
end of the countdown, the draft begins 810. During the draft,
managers have a limited time to select a fantasy player. If a
manager does not make a selection, the game server will make a
selection automatically based upon the managers pre-draft rankings
and a system ranked list of relative player desirability. When the
draft is completed 820 the fantasy game begins 830. The fantasy
game runs for a predetermined duration, typically until the end of
the current day. When the fantasy game is complete, scores are
tallied and a winner is declared 840.
[0071] FIG. 9 illustrates a method for collecting performance data
according to an embodiment of the invention. As shown in FIG. 9, a
video feed of the performance is captured at the location of the
performance 900 and sent to a satellite 910 for distribution via a
satellite TV provider such as DirecTV. Data is collected by two
redundant teams 920a and 920b of two persons watching the satellite
video feed on standard televisions. Each team is located on
opposite sides of the United States to hedge the risk of
atmospheric conditions disrupting the satellite feed. Each team
includes a time keeper 935a and 935b who records the time of
individual acts of the performance and a statistician 930a and 930b
who records the details of the act.
[0072] FIG. 10 is a block diagram showing data collection according
to an embodiment of the invention. As shown in FIG. 10, statistical
data 940 is data which quantifies the specific acts that constitute
the real-world performance. Statistical data is stored in a
statistical database 950. Timing data 945 is the time when each of
the specific acts constituting the real-world performance occurred.
Timing data is stored in a timing database 955. For example, in a
baseball game, statistical data may show that a batter had four
hits. The timing data shows the time each of the hits occurred.
[0073] Data from both the statistical database 950 and the timing
database 955 are synthesized in the performance engine 960 where
statistical events are correlated with timing information and
fantasy player roster selections from a performance database 970.
Synthesized data is stored back in the performance database 970.
Data from the performance database can then be matched to a period
that a fantasy player was on the roster of a fantasy team. Matching
allows the fantasy player to accrue points for the fantasy team
based on the performance of the real-world player.
[0074] It will be apparent to those skilled in the art that various
modifications and variations can be made in the method and system
for playing a fantasy game of embodiments of the invention without
departing from the spirit or scope of the invention. Thus, it is
intended that embodiments of the invention cover the modifications
and variations of this invention provided they come within the
scope of the appended claims and their equivalents.
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