U.S. patent application number 12/477786 was filed with the patent office on 2010-12-09 for fantasy sports system with social networking capability.
Invention is credited to Chirag Domadia, Dustin Suh.
Application Number | 20100311484 12/477786 |
Document ID | / |
Family ID | 43301124 |
Filed Date | 2010-12-09 |
United States Patent
Application |
20100311484 |
Kind Code |
A1 |
Suh; Dustin ; et
al. |
December 9, 2010 |
FANTASY SPORTS SYSTEM WITH SOCIAL NETWORKING CAPABILITY
Abstract
A method of managing a fantasy sports game includes receiving
attribute information from a plurality of players of the fantasy
sports game, wherein attribute information includes at least
identifying information, a sports type and a wager amount. The
method can further include relaying communications between the
plurality of players and suggesting a fantasy sports league to a
subset of players having similar attribute information. The method
can further include creating a fantasy sports league comprising the
subset of players. The method can further include receiving from
each of the subset of players an electronic payment of a predefined
amount so as to generate a pot. The method can further include
transferring the pot to one or more players that have been
designated a winner of the fantasy sports league.
Inventors: |
Suh; Dustin; (Edgewater,
NJ) ; Domadia; Chirag; (New York, NY) |
Correspondence
Address: |
MARK TERRY, ESQ.
801 BRICKELL AVE., SUITE 900
Miami
FL
33131
US
|
Family ID: |
43301124 |
Appl. No.: |
12/477786 |
Filed: |
June 3, 2009 |
Current U.S.
Class: |
463/4 ;
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3295 20130101; G07F 17/3276 20130101 |
Class at
Publication: |
463/4 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method on a computer system for managing a fantasy sports
game, the method comprising: receiving, via a Web interface,
attribute information from a plurality of players of the fantasy
sports game, wherein attribute information includes at least
identifying information, a sports type and a wager amount; relaying
between the plurality of players communications entered via a Web
interface; suggesting a fantasy sports league to a subset of
players having similar attribute information; creating a fantasy
sports league comprising the subset of players responsive to
receiving confirmation from the subset of players, wherein the
fantasy sports league encompasses attribute information from the
subset of players; receiving from each of the subset of players,
via a Web interface, an electronic payment of a predefined amount
so as to generate a pot; and transferring the pot to one or more
players of the subset of players that have been designated a winner
of the fantasy sports league.
2. The method of claim 1, wherein the step of receiving attribute
information further comprises: receiving attribute information from
the plurality of players, wherein attribute information further
includes at least one of age, sex and location of a player,
interests of a player, and favorite teams and athletes of a
player.
3. The method of claim 2, wherein the step of relaying further
comprises: receiving, via a Web interface, textual communications
from players; and displaying, via the Web interface, the textual
communications for intended recipients of the textual
communications.
4. The method of claim 3, wherein the step of suggesting further
comprises: analyzing attribute information of the plurality of
players so as to identify a subset of players having similar
attribute information.
5. The method of claim 4, wherein the step of suggesting further
comprises: displaying, via a Web interface, to the subset of
players, a suggestion for a fantasy sports league, wherein the
fantasy sports league encompasses attribute information from the
subset of players.
6. The method of claim 5, wherein the step of creating further
comprises: creating a fantasy sports league comprising the subset
of players responsive to receiving confirmation from the subset of
players, wherein the fantasy sports league encompasses the sports
type and wager amount defined in the attribute information of the
subset of players.
7. The method of claim 6, wherein the step of receiving en
electronic payment further comprises: receiving from each of the
subset of players, via a Web interface, a selection for team
members of a fantasy team.
8. The method of claim 6, wherein the step of receiving en
electronic payment further comprises: receiving from at least one
player of the subset of players, via a Web interface, an identifier
for a first fantasy sports league created and managed by a third
party provider, wherein the first fantasy sports league encompasses
fantasy sports teams created by the subset of players.
9. The method of claim 6, wherein the step of receiving an
electronic payment further comprises: receiving from each of the
subset of players, via a Web interface, an electronic payment of a
predefined amount; communicating with a payment authority to
effectuate payment of the predefined amount from each of the subset
of players, so as to generate a pot.
10. The method of claim 9, wherein the step of transferring further
comprises: executing a predefined fantasy sports algorithm to
determine a winner or winners, from the subset of players, of the
fantasy sports league.
11. The method of claim 9, wherein the step of transferring further
comprises: receiving from a third party provider an identification
of a winner or winners, from the subset of players, of the fantasy
sports league, wherein the third party provider has executed a
fantasy sports algorithm for determining the winner or winners.
12. The method of claim 9, wherein the step of transferring further
comprises: administering a vote among the subset of players,
wherein the vote identifies a winner or winners, from the subset of
players, of the fantasy sports league; determining, based on the
vote that was administered, a winner or winners, from the subset of
players, of the fantasy sports league.
13. The method of claim 9, wherein the step of transferring further
comprises: transferring the pot to the winner or winners; and
displaying, via a Web interface, to the subset of players,
information associated with the winner or winners of the fantasy
sports league.
14. A computer system for managing a fantasy sports game,
comprising: a first Web interface for receiving attribute
information from a plurality of players of the fantasy sports game,
wherein attribute information includes at least identifying
information, a sports type and a wager amount; a communications Web
interface for reading communications entered by players and
relaying the communications to their intended recipient players; an
analysis module for analyzing attribute information of the
plurality of players so as to identify a subset of players having
similar attribute information; a second Web interface for
suggesting a fantasy sports league to the subset of players having
similar attribute information; a processor configured for creating
a fantasy sports league comprising the subset of players responsive
to receiving confirmation from the subset of players, wherein the
fantasy sports league encompasses attribute information from the
subset of players; a third Web interface for receiving from each of
the subset of players an electronic payment of a predefined amount
so as to generate a pot; and a payment authority interface for
transferring the pot to one or more players of the subset of
players that have been designated a winner of the fantasy sports
league by the processor.
15. The computer system of claim 14, wherein attribute information
further includes age, sex and location of a player, interests of a
player, and favorite teams and athletes of a player.
16. The computer system of claim 15, wherein communications further
comprise textual communications from players intended for player
recipients.
17. The computer system of claim 16, further comprising a Web
interface for receiving from each of the subset of players a
selection for team members of a fantasy team.
18. The computer system of claim 16, further comprising a Web
interface for receiving from at least one player of the subset of
players an identifier for a first fantasy sports league created and
managed by a third party provider, wherein the first fantasy sports
league encompasses fantasy sports teams created by the subset of
players.
19. The computer system of claim 16, further comprising an
interface for receiving from a third party provider an
identification of a winner or winners, from the subset of players,
of the fantasy sports league, wherein the third party provider has
executed a fantasy sports algorithm for determining the winner or
winners.
20. The computer system of claim 16, further comprising a Web
interface for administering a vote among the subset of players,
wherein the vote identifies a winner or winners, from the subset of
players, of the fantasy sports league, and wherein the processor is
further configured for determining, based on the vote that was
administered, a winner or winners, from the subset of players, of
the fantasy sports league.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] Not Applicable.
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH
[0002] Not Applicable.
INCORPORATION BY REFERENCE OF MATERIAL SUBMITTED ON CD
[0003] Not Applicable.
BACKGROUND OF THE INVENTION
[0004] 1. Field of the Invention
[0005] The present invention relates to the field of gaming systems
and more particularly to network enabled gaming systems configured
for fantasy sports games.
[0006] 2. Description of the Related Art
[0007] Fantasy sports are games wherein players, or fantasy owners,
create virtual sports teams that compete against other teams
created by fantasy owners. A virtual sports team usually consists
of actual professional athletes of a real professional sport, whose
performance statistics are used to gauge the success of the virtual
team. The method by which the outcomes of fantasy sports games are
determined varies, but generally comprises an analysis of the
statistics generated by the actual athletes of the virtual team.
Typically, statistical performance of actual athletes are converted
into points that are compiled and totaled according to a formula
defined by a manager or administrator. Additional features of
fantasy sports include the ability to trade, cut, and sign
athletes, much like a real owner of a professional sports team.
[0008] Fantasy sports can also involve wagering of money. Usually,
players of a fantasy sports game pledge a predefined amount of
money to create a pot. At the end of the sports season, the winner
or winners of the season are calculated according to a formula
pre-defined by the manager or administrator of the league, commonly
called the league commissioner. Subsequently, the pledges are
collected from the players of the game--before or shortly after the
start of the season--and the pot is transferred to the winner or
divided up amongst multiple winners. Collecting money, however,
from a person with whom one is not acquainted can be socially
awkward and uncomfortable. Furthermore, it can be annoying and
irritating to deal with stragglers who pay late or shirkers who
decide not to pay at all. For these reasons surrounding the nature
of collecting pledges, fantasy sports enthusiasts conventionally
only play with individuals with whom they have a personal
relationship, such as friends and family. This circumstance,
however, shrinks the network with which an individual is willing to
play fantasy sports, and therefore limits the fantasy sports
experience.
[0009] Another problem encountered by fantasy sports enthusiasts
involves the search for like-minded players. In order to have an
appropriate fantasy sports league, there must be a minimum number
of players and there must be an agreement amongst players regarding
several aspects of the game. For example, the players of a fantasy
sports league must agree on a professional sport (a baseball
league, as opposed to a football league or a soccer league), the
method for choosing athletes for fantasy teams and the amount to be
wagered, among other things. The process, however, of finding a
group of players that all agree on various aspects of a fantasy
sports league can be time-consuming and tedious. Further, with an
increased number of variations available for a fantasy sports
league, there arc endless opportunities for disagreements and
disputes between players during the creation of a fantasy sports
league. Thus, it can be challenging to manage the creation of a
fantasy sports league with which all players are comfortable.
[0010] Yet another problem encountered by fantasy sports
enthusiasts involves social interaction between players. As a
fantasy sports league progresses throughout a sports season,
inevitably there are opportunities for social interaction and
communication. Fantasy sports players enjoy discussing teams,
athletes and predictions for the season. There is usually frequent
discussion about expectations for teams and athletes, as well as
forecasting and speculation about the winner or winners of a
fantasy sports league. As such, friendships and acquaintances, as
well as rivals, are often made within a fantasy sports league.
Current fantasy sports league solutions, however, do not adequately
provide a facility for allowing the social aspects of a fantasy
sports league to flourish.
[0011] Therefore, there is a need to overcome the deficiencies with
the prior art and more particularly for a more efficient way to
conduct the management of fantasy sports games and related
wagering.
BRIEF SUMMARY OF THE INVENTION
[0012] Embodiments of the present invention address deficiencies of
the art in respect to online gaming and provide a novel and
non-obvious method and computer system for managing a fantasy
sports game. In an embodiment of the invention, the method of
managing a fantasy sports game includes receiving, via a Web
interface, attribute information from a plurality of players of the
fantasy sports game, wherein attribute information includes at
least identifying information, a sports type and a wager amount.
The method can further include relaying between the plurality of
players communications entered via a Web interface and suggesting a
fantasy sports league to a subset of players having similar
attribute information. The method can further include creating a
fantasy sports league comprising the subset of players responsive
to receiving confirmation from the subset of players, wherein the
fantasy sports league encompasses attribute information from the
subset of players. The method can further include receiving from
each of the subset of players, via a Web interface, an electronic
payment of a predefined amount so as to generate a pot. The method
can further include transferring the pot to one or more players of
the subset of players that have been designated a winner of the
fantasy sports league.
[0013] In another embodiment of the invention, a computer system
for managing a fantasy sports game can be provided. The computer
system can include a first Web interface for receiving attribute
information from a plurality of players of the fantasy sports game,
wherein attribute information includes at least identifying
information, a sports type and a wager amount. The computer system
can further include a communications Web interface for reading
communications entered by players and relaying the communications
to their intended recipient players and an analysis module for
analyzing attribute information of the plurality of players so as
to identify a subset of players having similar attribute
information. The computer system can further include a second Web
interface for suggesting a fantasy sports league to the subset of
players having similar attribute information and a processor
configured for creating a fantasy sports league comprising the
subset of players responsive to receiving confirmation from the
subset of players, wherein the fantasy sports league encompasses
attribute information from the subset of players. The computer
system can further include a third Web interface for receiving from
each of the subset of players an electronic payment of a predefined
amount so as to generate a pot. The computer system can further
include a payment authority interface for transferring the pot to
one or more players of the subset of players that have been
designated a winner of the fantasy sports league by the
processor.
[0014] Additional aspects of the invention will be set forth in
part in the description which follows, and in part will be obvious
from the description, or may be learned by practice of the
invention. The aspects of the invention will be realized and
attained by means of the elements and combinations particularly
pointed out in the appended claims. It is to be understood that
both the foregoing general description and the following detailed
description are exemplary and explanatory only and are not
restrictive of the invention, as claimed.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0015] The accompanying drawings, which are incorporated in and
constitute part of this specification illustrate embodiments of the
invention and together with the description, serve to explain the
principles of the invention. The embodiments illustrated herein are
presently preferred, it being understood, however, that the
invention is not limited to the precise arrangements and
instrumentalities shown, wherein:
[0016] FIG. 1 is a block diagram illustrating a network
architecture of a fantasy sports computer system, in accordance
with one embodiment of the present invention;
[0017] FIG. 2 is a block diagram showing various modules for
performing various functions of a fantasy sports management system,
in accordance with one embodiment of the present invention:
[0018] FIG. 3 is a flowchart showing the data flow of a process for
providing a fantasy sports management system, in accordance with
one embodiment of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0019] Embodiments of the present invention address deficiencies of
the art in respect to online gaming and provide a novel and
non-obvious method and computer system for managing a fantasy
sports game. The present invention improves upon the prior art by
automatically searching and finding fantasy sports players with
similar interests pertaining to a fantasy sports league, so as to
eliminate the burden of manually finding other players with which
to create a fantasy sports league. The present invention further
automatically provides suggestions to fantasy sports players based
upon the results of the search that was conducted, thereby allowing
for the quick and easy creation of fantasy sports leagues based on
similar interests, such as type of sport, type of league and wager
amount.
[0020] The present invention further improves upon the prior art by
automatically collecting the wager amounts from fantasy sports
players during the creation of a fantasy sports league, so as to
eliminate the burden of manually collecting wagers from players and
to eliminate the possibility that a player does not pay his
allotted wager amount before or shortly after the start of a
fantasy sports season. The present invention further automatically
determines a winner or winners of a fantasy sports league according
to a predefined algorithm and/or information received from a third
party provider and/or the completion of a vote by the players.
Subsequently, the pot of wagers is automatically transferred to the
winner or winners, so as to eliminate the burden of manually
determining winners and the burden of transferring the pot to the
winners at the end of a fantasy sports season.
[0021] Additionally, the present invention improves upon the prior
art by providing a social networking utility in conjunction with
the fantasy sports utilities described above, so as to allow social
interactions between players, thereby alleviating the natural
reluctance to wager with individuals with which one is not
acquainted. The social networking utility of the present invention
further allows players to get to know each other, thereby enabling
players to feel more comfortable playing with each other for a
fee.
[0022] Referring now to the drawing figures in which like reference
designators refer to like elements, there is shown in FIG. 1 an
illustration of a block diagram showing the network architecture of
a network application in accordance with the principles of the
present invention. The exemplary embodiments of the present
invention adhere to the system architecture of FIG. 1. FIG. 1 shows
an embodiment of the present invention wherein client users 102-112
interact with web server 108 over a network 106, such as in an
Internet implementation of a network application that services
multiple users in more than one location and for multiple
tasks.
[0023] FIG. 1 shows client users 102-112 and web server 108
connected to network 106 via computers, such as desktop personal
computers, workstations or servers. Web server 108 includes a
software engine that delivers applications to client computers
102-112. The web server 108 may adhere to any commercially
available server platform, such as the Sun Microsystems J2EE
platform, a Web-based application platform, an integrated platform
for e-commerce or a content management system platform. It should
be noted that although FIG. 1 shows only two client users 102-112
and one web server 108, the system of the present invention
supports any number of client users and servers connected via
network 106. The web server 108 and its functions are described in
more detail with reference to the figures below.
[0024] In one embodiment of the present invention, the network
application provided by the web server 108 of FIG. 1 is a
client-server application having a client portion that resides on
the computers of client users 102-112 and a server application that
resides on web server 108. For example, the network application can
be a Web interface that is accessed by client users 102-112 via
network 106.
[0025] FIG. 1 further shows that web server 108 includes a database
server 118. Client users 102-112 may also each include their own
database. The database server 118 serves data from a database,
which is a repository for data used by web server 108 and client
users 102-112 during the course of operation. The data served by
database server 118 is described in greater detail below. The
database of database server 118 may adhere to any one of the flat
model, hierarchical model, object-oriented model or a relational
model for databases. Further, the database can be any commercial
database, such as an Oracle Database, Enterprise or Personal
Edition, available from Oracle Corporation, or a Microsoft SQL
Server or Access 2000 database available from Microsoft
Corporation.
[0026] The database server 118 may also include a database
management system, which is an application that controls the
organization, storage and retrieval of data (fields, records and
files) in the database. A database management system accepts
requests for data from the web server 108, and instructs the
operating system to transfer the appropriate data. The database
management system may also control the security and integrity of
the database. Data security prevents unauthorized users from
viewing or updating certain portions of the database. The database
management system can be any commercial database management system,
such as the Oracle E-Business Suite available from Oracle
Corporation.
[0027] In an embodiment of the present invention, the computer
systems of client users 102-112 and web server 108 are one or more
Personal Computers (PCs), Personal Digital Assistants (PDAs), hand
held computers, palm top computers, lap top computers, smart
phones, game consoles or any other information processing devices.
A PC can be one or more IBM or compatible PC workstations running a
Microsoft Windows or LINUX operating system, one or more Macintosh
computers running a Mac OS operating system, or an equivalent. In
another embodiment, the computer systems of client users 102-112
and web server 108 are a server system, such as SUN Ultra
workstations running a SunOS operating system or IBM RS/6000
workstations and servers running the AIX operating system.
[0028] In an embodiment of the present invention, the network 106
is a circuit switched network, such as the Public Service Telephone
Network (PSTN). In another embodiment, the network 106 is a packet
switched network. The packet switched network is a wide area
network (WAN), such as the global Internet, a private WAN, a local
area network (LAN), a telecommunications network or any combination
of the above-mentioned networks. In yet another embodiment, the
structure of the network 106 is a wired network, a wireless
network, a broadcast network or a point-to-point network.
[0029] Web server 108 connects directly to the network 106 via a
network interface, such as a network interface card. The web server
108 provides a web interface available to client users 102-112.
This is advantageous as a web interface allows any clients having a
web connection to connect to the web server 108. A web interface
provides a simple, efficient, highly compatible, economical and
highly available connection to the web server 108 to a wide range
of clients.
[0030] FIG. 1 shows a group of client users 102-112 connecting to
the web server 108. These clients may execute client applications,
such as compiled or interpreted executable modules written in C++,
Java, Visual Basic, HTML, XML, Flash or separate Java applets, Java
scriptlets, Java scripts, Perl scripts, Active X controls or any
self-sufficient application executing on a client computer.
[0031] FIG. 1 further shows program logic 150 comprising computer
source code, scripting language code or interpreted language code
that is compiled to produce computer instructions that perform
various functions of the present invention. In one embodiment of
the present invention, the program logic 150 is a scripting
language such as ECMAScript, Cascading style sheets, XML, XSLT,
Javascript, AJAX, XUL, JSP, PHP, and ASP. Program logic 150 may
reside on a client 102, the web server 108 or any combination of
the two.
[0032] FIG. 2 is a block diagram showing various modules for
performing various functions of a fantasy sports management system
200, in accordance with one embodiment of the present invention.
FIG. 2 shows various modules 202-205 comprising functionality that
is performed by the program logic 150 of the fantasy sports
management system 200, wherein the program logic 150 is preferably
located in the web server 108. Though in another embodiment of the
present invention, the various modules 202-205 comprise
functionality of the program logic 150, which is located in a
distributed fashion between server 108 and clients 102-112,
respectively. FIG. 2 further shows various databases 240-242
comprising database functionality that is preferably located in
database server 118. Though in another embodiment of the present
invention, the various databases 240-242 comprise database
functionality that is located in a distributed fashion between
server 108 and clients 102-112, respectively. The graphical user
interfaces 222-230 comprise interfaces that are generated by source
code that resides at web server 108 and is transferred to each
client 102-112 upon request for local execution by each client,
such as HTML that is downloaded to each client 102-112 upon request
and then executed by a local client web browser.
[0033] FIG. 2 shows that program logic 150 includes a profile
management module 202, comprising functionality for allowing users,
or fantasy sports players, to log onto the fantasy sports
management system 200 via a graphical user interface 222, e.g., a
Web interface, to input profile information. In one embodiment,
profile information can include attributes associated with
identifying information for a fantasy sports player, such as name,
address, login and password information. In another embodiment,
profile information can include attributes associated with any of
the following for a fantasy sports player: sex, location, age,
interests, employment, birthday, profile photographs, hometown,
favorite teams, favorite sport, favorite athlete, web site, email,
school attendance, secondary education attendance, etc.
[0034] Graphical user interface 222 can further be used by a
fantasy sports player to input attributes associated with interests
pertaining to a fantasy sports league. For example, the player may
specify any of the following interests associated with a fantasy
sports league: the type of sport (e.g., baseball, football, etc.),
a league identifier (e.g., league name), a style of fantasy sports
league (e.g., head to head, rotisserie, keeper, etc.), a monetary
amount or range the player is willing to wager, a draft type (e.g.,
manual draft or auto-pick draft), a number of positions for the
specific sports for the league, draft time and date, which and how
many players divide the pot, etc.
[0035] In another embodiment of the present invention, graphical
user interface 222 can further be used by fantasy sports players to
specify the interests most important to them in other players when
forming a fantasy sports league (i.e., "importance" attributes).
For example, a first player may specify sex (female), sports type
(football) and wager amount ($200-250) as the attributes most
important to the first player when seeking other players for a
fantasy sports league. Any data entered by players in graphical
user interface 222 may be stored in profile database 240.
[0036] FIG. 2 further shows that program logic 150 includes an
analysis module 204, comprising functionality for analyzing the
profiles of existing fantasy sports players to identify subsets of
players that may enjoy playing together in a fantasy sports league.
The analysis module 204 reads profile data from the profile
database 240 to make the determination above. In one embodiment of
the present invention, the analysis module 204 performs the
analysis above automatically upon creation of a profile by any
player. In another embodiment of the present invention, the
analysis module 204 performs the analysis above upon prompting by
any player, wherein a player, for example, provides a list of
"importance" attributes that are used by the analysis module 204 to
search for similar attributes in other players' profiles.
[0037] The identification of a subset of players that may enjoy
participating in a fantasy sports league is generally based on an
algorithm that matches attributes in each player's profile. In one
example of an algorithm, all players with identical or similar
sports type, league identifier and wager amount attributes may be
identified as a subset of players that may enjoy participating in a
fantasy sports league. Also, recall that fantasy sports players may
specify, via interface 222, the interests most important to them in
other players when forming a fantasy sports league ("importance"
attributes). In another example of an algorithm, all players with
identical attributes, which have been specified as interests most
important to them in other players when forming a fantasy sports
league, may be identified as a subset of players that may enjoy
participating in a fantasy sports league. Algorithms for
identifying subsets of players may vary according to complexity and
may involve all or subsets of player attributes.
[0038] FIG. 2 further shows that program logic 150 includes a
communications module 206, comprising functionality for allowing
players to log onto the fantasy sports management system 200 via a
graphical user interface 226, e.g., a Web interface, to input and
exchange communications. In one embodiment, communications can
include textual information, still images, videos, audio, and the
like. Interface 226 can be used by players to browse or search the
profiles of other players so as to identify players with similar,
identical, dissimilar or opposite interests. Communications can
include textual or image messages that arc left as postings on the
public profiles of other players or may include the sending of
email or voicemail messages via the communications module 206.
Communications can also include textual or image messages that are
left as postings on the public profiles of the author, as in a blog
wherein a player posts articles or writings that can be viewed, and
responded to, by other players. Further, the public profiles of
players may be searched so as to find like-minded players with
similar or identical interests.
[0039] In addition, the web interface 226 can provide an instant
messaging capability to further enhance communication between
players. Further, a map feature may be implemented, which provides
players a pictorial view of the location of specific league players
on a map. An additional feature includes a prompt being sent to
players via the web interface 226 when a league is formed between
strangers, wherein the prompt asks players to become friends or
buddies with another player in the league. This additional feature
increases the network connection between players as more leagues
are created and players that previously were unacquainted become
better acquainted with each other.
[0040] The analysis module 204 may be functionally connected to the
communications module 206. Upon the identification of a subset of
players that may enjoy playing in a fantasy sports league together,
the analysis module 204 may send a suggestion to the subset of
players suggesting that the players may desire to form a fantasy
sports league together. The suggestion may come in the form of a
textual, still image or video message that is sent to the subset of
players via the communications module 206. The subset of players
may confirm the creation of such a fantasy sports league by using
the interface 226 to send a confirmation message.
[0041] FIG. 2 further shows that program logic 150 includes a
fantasy league creation module 208, comprising functionality for
allowing players to log onto the fantasy sports management system
200 via a graphical user interface 228, e.g., a Web interface, to
input information for the creation of a fantasy sports league.
Players may log onto the fantasy sports management system 200 via
graphical user interface 228 to input information necessary for
creating a fantasy sports league, such as the type of sport, a
league identifier, a style of fantasy sports league, a specific
sporting event, a monetary amount each player is willing to wager,
a draft type, etc. Players may further log onto the fantasy sports
management system 200 via graphical user interface 228 to input
selections for the members of each player's team. This typically
consists of the selection of the identities of actual professional
athletes in the specified sport. Any data entered by players in
graphical user interface 228 or data created by module 208 may be
stored in league database 242.
[0042] In one embodiment of the present invention, the fantasy
league creation module 208 automatically creates a fantasy sports
league upon the reception of a confirmation from the subset of
players identified by analysis module 204, wherein confirmation
arrives in the form of a confirmation message via the interface
226. The fantasy sports league that is created may embody
attributes specified by the subset of players. For example, if the
subset of players contain identical "importance" attributes (which
have been specified as interests most important to them in other
players when forming a fantasy sports league), then the fantasy
sports league that is created embodies the "importance" attributes
specified by the subset of players. The fantasy league creation
module 208 garners attribute and profile information of players
from the profile database 240.
[0043] In another embodiment of the present invention, the creation
of a fantasy sports league occurs on a third party server. In this
embodiment, players may log onto the fantasy sports management
system of a third party provider to input information necessary for
creating a fantasy sports league, such as inputting selections for
the members of each player's team. Various online providers allow
for the creation of fantasy sports leagues and individual fantasy
sports teams in the leagues. In this embodiment, players log onto
the fantasy sports management system 200 via graphical user
interface 228 to input information regarding the identity of the
third party provider server, the identification of the fantasy
sports league created on the third party provider server, the
identities of the players on the third party provider server, the
attributes surrounding the fantasy sports league created on the
third party provider server and/or the like.
[0044] FIG. 2 further shows that program logic 150 includes a
payment interface module 230, comprising functionality for allowing
players to log onto the fantasy sports management system 200 via a
graphical user interface 230, e.g., a Web interface, to input
electronic payment information for payment of fees and/or wagers.
Players may log onto the fantasy sports management system 200 via
graphical user interface 230 to pay for costs or fees charged by
the system 200 to play in a fantasy sports league. Players may
further log onto the fantasy sports management system 200 via
graphical user interface 230 to input electronic payment
information (such as name address, credit card information) for
payment of the wager agreed to by the player according to the
fantasy sports league the player desires to join. The payment
interface 210 garners the amount of the wager from the
corresponding fantasy sports league the player desires to join in
league database 242. The wagers collected from all players in a
fantasy sports league comprise a pot or purse, which consists of
the amount of money that is distributed to the winner or winners of
the fantasy sports league at the end of the sports season.
[0045] Once a player's wager and/or fees have been collected by the
payment interface 210, the player may be cleared to participate in
the corresponding fantasy sports league created by the fantasy
league creation module 208. Once the wagers and/or fees have been
collected by the payment interface 210 for all players of the
subset of players in a fantasy sports league, the fantasy sports
league created by the fantasy league creation module 208 is cleared
to proceed. Any data entered by players in graphical user interface
203 or data created by module 210 may be stored in league database
242.
[0046] The payment interface 210 may interface with a payment
authority to effectuate payments by players. In one embodiment of
the present invention, the payment authority is a payment gateway,
which is an e-commerce Application Service Provider (ASP) service
that authorizes payments for e-businesses, online retailers, or
traditional brick and mortar businesses. A payment gateway is the
equivalent of a physical point-of-sale terminal located in most
retail outlets. Payment gateways encrypt sensitive information,
such as credit card numbers, to ensure that information passes
securely between the customer and the merchant. A payment gateway
facilitates the transfer of information between a payment portal
(such as a website) and the acquiring bank, quickly and securely.
When a customer orders a product or service from a payment gateway
enabled merchant, the payment gateway performs a variety of tasks
to process the transaction. Payment gateways accept payment via the
use of credit cards, charge cards, bank cards, gift cards, account
cards, etc.
[0047] FIG. 2 further shows that program logic 150 includes a
calculation module 212, comprising functionality for managing the
progress of a fantasy sports league throughout a sports season and
making the ultimate determination of the winner or winners of a
fantasy sports league. The calculation module 212 receives season
league data 244 throughout the sports season, i.e., the season
during which the professional sport of the fantasy sports league is
played. Season league data 244 comprises a variety of data
surrounding a professional sports league during a season, such as
player statistics, game results, game statistics, upcoming games,
point spreads, injury reports, and the like. Season league data 244
can be received by program logic 150 via a network connection such
as via the Web.
[0048] Based on the season league data 244 received, calculation
module 212 makes calculations throughout the season regarding the
progress of the fantasy sports teams in the various fantasy sports
leagues in the league database 242. The calculation module 212
makes the calculations above based on the particular fantasy sports
algorithm that applies to each league. Various fantasy sports
algorithms are widely known in the art and generally correspond to
the type of fantasy sports league that is created by the players of
the fantasy league. Depending on the type of fantasy sports
algorithm used, as the professional sports season progresses and
season league data 244 is received, calculation module 212 makes
calculations throughout the season wherein points are awarded,
current standings arc computed and the rank or position of each
fantasy sports team in a league is determined. This process defines
the success or failure of each fantasy sports team in a league as
the professional sports season progresses.
[0049] In one embodiment of the present invention, the
functionality for managing the progress of a fantasy sports league
throughout a sports season and making the ultimate determination of
the winner or winners of a fantasy sports league rests with a third
party provider server, not with the calculation module 122. Various
online providers allow for the creation and management of fantasy
sports leagues and fantasy sports teams throughout a professional
sports season. In this embodiment, the calculation module 212 does
not receive season league data 244 throughout the sports season and
does not compute a winner at the end of the season. Rather, a third
party provider server receives season league data 244 throughout
the sports season and computes a winner or winners at the end of
the season according to a predefined fantasy sports algorithm. The
third party server may communicate, such as via Web interface 232,
to the calculation module 122, and/or system 200, the progress of a
fantasy sports league and fantasy sports teams throughout a
professional sports season, and further may communicate the winner
or winners of a fantasy sports league calculated by the third party
provider server.
[0050] In another alternative, program logic 150 includes
functionality for allowing players to log onto the fantasy sports
management system 200 via a graphical user interface 232, e.g., a
Web interface, to input information about the progress of a fantasy
sports league during a season, and/or the winner or winners of a
fantasy sports league calculated by a third party server. Players
may, for example, log onto the fantasy sports management system 200
via graphical user interface 232 to vote as to the winner or
winners of a fantasy sports league calculated by a third party
server. Based on the information entered by the players into
interface 232 and/or the votes of the players, the calculation
module 212 determines the progress of a fantasy sports league
during a season, and/or the winner or winners of a fantasy sports
league at the end of a professional sports season.
[0051] During the creation of the fantasy sports league by fantasy
league generation module 208, the players may define whether there
will be one winner (typically calculated to be the fantasy sports
team with the highest ranking or the greatest number of points) or
several winners (such as the top three teams based on the
aforementioned calculation) at the end of the professional sports
season. Depending on the process used by calculation module 212,
the winner or winners of the fantasy sports league are determined.
At the end of the professional sports season, the payment interface
210 transfers the pot or purse to the winner or winners calculated
by the calculation module 212. At this point, a communication may
be provided to the corresponding players in the fantasy sports
league via interface 226 of communications module 206, wherein the
communication reports the winner or winners of the fantasy sports
league.
[0052] FIG. 3 is a flowchart showing the data flow of a process for
providing a fantasy sports management system, in accordance with
one embodiment of the present invention. FIG. 3 a process performed
by program logic 150 residing server 108, on a client computer such
as client 102, or some combination of the two. The client
application running on client 102 may be a web browser executing
program logic 150.
[0053] In step 302, profile management module 202 allows users, or
fantasy sports players, to log onto the fantasy sports management
system 200 via a graphical user interface 222 to input profile
information and attributes associated with interests pertaining to
a fantasy sports league. In step 304, communications module 206
allows players to log onto the fantasy sports management system 200
via a graphical user interface 226 to input and exchange
communications, as described in greater detail above. In step 306,
analysis module 204 analyzes the profiles of existing fantasy
sports players to identify a subset of players that may enjoy
playing together in a fantasy sports league. The analysis module
204 reads profile data from the profile database 240 to make the
determination above.
[0054] In step 308, upon the identification of a subset of players
that may enjoy playing in a fantasy sports league together, the
analysis module 204 sends a suggestion, via communications module
206, to the subset of players suggesting that the players may
desire to form a fantasy sports league together. In step 310, the
subset of players confirms the creation of such a fantasy sports
league by using the interface 226 to send a confirmation
message.
[0055] In step 312, fantasy league creation module 208 allows
players to log onto the fantasy sports management system 200 via a
graphical user interface 228 to input information for the creation
of a fantasy sports league. Players input information necessary for
creating a fantasy sports league, such as the type of sport, a
league identifier, a style of fantasy sports league, etc.
Alternatively, players log onto a third party provider server to
input information for the creation of a fantasy sports league, and
subsequently players log onto the fantasy sports management system
200 to input identifying information about the league created with
the third party. In step 314, payment interface module 230 allows
players to log onto the fantasy sports management system 200 via a
graphical user interface 230 to input electronic payment
information for payment of fees and/or wagers.
[0056] In step 316, once the wagers and/or fees have been collected
by the payment interface 210 for all players of the subset of
players in a fantasy sports league, the fantasy sports league
created by the fantasy league creation module 208 is cleared to
proceed.
[0057] In step 318, calculation module 212 manages the progress of
the fantasy sports league throughout the sports season.
Alternatively, a third party provider manages the progress of the
fantasy sports league throughout the sports season, while the
aforementioned information is communicated to the calculation
module 212. In yet another alternative, players input into system
200 information pertaining to the progress of the fantasy sports
league throughout the sports season.
[0058] In step 320, the end of the professional sports season
arrives and the calculation module 212 calculates the winner or
winners of the fantasy sports league according to a predefined
fantasy sports algorithm. Alternatively, a third party calculates
the winner or winners of the fantasy sports league, while the
aforementioned information is communicated to the calculation
module 212. In yet another alternative, players input into system
200 information pertaining to the winner or winners of the fantasy
sports league. The players may, for example, vote on the winner or
winners of the fantasy sports league. The calculation module 212
therefore calculates a winner or winners of the fantasy sports
league according to the information entered by the players and/or
the votes.
[0059] Subsequently, in step 322, the payment interface 210
transfers the pot or purse to the winner or winners calculate by
the calculation module 212. A communication is provided to the
corresponding players in the fantasy sports league via interface
226 of communications module 206, wherein the communication reports
the winner or winners of the fantasy sports league.
[0060] The present invention can be realized in hardware, software,
or a combination of hardware and software in the system described
in the figures above. A system according to a preferred embodiment
of the present invention can be realized in a centralized fashion
in one computer system or in a distributed fashion where different
elements are spread across several interconnected computer systems.
Any kind of computer system--or other apparatus adapted for
carrying out the methods described herein--is suited. A typical
combination of hardware and software could be a general-purpose
computer system with a computer program that, when being loaded and
executed, controls the computer system such that it carries out the
methods described herein.
[0061] An embodiment of the present invention can also be embedded
in a computer program product, which comprises all the features
enabling the implementation of the methods described herein, and
which--when loaded in a computer system--is able to carry out these
methods. Computer program means or computer program as used in the
present invention indicates any expression, in any language, code
or notation, of a set of instructions intended to cause a system
having an information processing capability to perform a particular
function either directly or after either or both of the following
a) conversion to another language, code or, notation; and b)
reproduction in a different material form.
[0062] A computer system may include, inter alia, one or more
computers and at least a computer readable medium, allowing a
computer system, to read data, instructions, messages or message
packets, and other computer readable information from the computer
readable medium. The computer readable medium may include
non-volatile memory, such as ROM, Flash memory, Disk drive memory,
CD-ROM, and other permanent storage. Additionally, a computer
readable medium may include, for example, volatile storage such as
RAM, buffers, cache memory, and network circuits. Furthermore, the
computer readable medium may comprise computer readable information
in a transitory state medium such as a network link and/or a
network interface, including a wired network or a wireless network
that allows a computer system to read such computer readable
information.
[0063] In this document, the terms "computer program medium,"
"computer usable medium," and "computer readable medium" are used
to generally refer to media such as main memory and secondary
memory, removable storage drive, a hard disk installed in a hard
disk drive, and signals. These computer program products are means
for providing software to the computer system. The computer
readable medium allows the computer system to read data,
instructions, messages or message packets, and other computer
readable information from the computer readable medium. The
computer readable medium, for example, may include non-volatile
memory, such as Floppy, ROM, Flash memory, Disk drive memory,
CD-ROM, and other permanent storage. It is useful, for example, for
transporting information, such as data and computer instructions,
between computer systems. Furthermore, the computer readable medium
may comprise computer readable information in a transitory state
medium such as a network link and/or a network interface, including
a wired network or a wireless network that allows a computer to
read such computer readable information. In this document, the term
"computer readable storage medium" is used to generally refer to
removable storage media, a removable storage drive, or a hard disk
installed in a hard disk drive.
[0064] Although specific embodiments of the invention have been
disclosed, those having ordinary skill in the art will understand
that changes can be made to the specific embodiments without
departing from the spirit and scope of the invention. The scope of
the invention is not to be restricted, therefore, to the specific
embodiments. Furthermore, it is intended that the appended claims
cover any and all such applications, modifications, and embodiments
within the scope of the present invention.
* * * * *