U.S. patent application number 13/289596 was filed with the patent office on 2012-05-10 for system for providing an interactive sports betting game to a plurality of participants to compete for virtual goods or virtual currency units or both and share social information with other users.
Invention is credited to Christopher Scott Cairns, Sean Johnson.
Application Number | 20120115554 13/289596 |
Document ID | / |
Family ID | 46020107 |
Filed Date | 2012-05-10 |
United States Patent
Application |
20120115554 |
Kind Code |
A1 |
Cairns; Christopher Scott ;
et al. |
May 10, 2012 |
SYSTEM FOR PROVIDING AN INTERACTIVE SPORTS BETTING GAME TO A
PLURALITY OF PARTICIPANTS TO COMPETE FOR VIRTUAL GOODS OR VIRTUAL
CURRENCY UNITS OR BOTH AND SHARE SOCIAL INFORMATION WITH OTHER
USERS
Abstract
A fantasy sports betting system and method allowing Users to
compete in various games incorporating real sporting events data
and traditional games of chance.
Inventors: |
Cairns; Christopher Scott;
(Arlington, VA) ; Johnson; Sean; (Chapel Hill,
NC) |
Family ID: |
46020107 |
Appl. No.: |
13/289596 |
Filed: |
November 4, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61456239 |
Nov 4, 2010 |
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Current U.S.
Class: |
463/1 ;
463/25 |
Current CPC
Class: |
G07F 17/3288
20130101 |
Class at
Publication: |
463/1 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A system for enabling fantasy sports betting comprising: A) A
server device for transmitting odds displays and result data, B) A
memory device that receives and stores User input and sporting
event outcome data in a non-transitory computer readable medium,
and C) A processor that processes User input and sporting event
outcome data according to at least one game of the system.
2. The system of claim 1 wherein the games of the system is
selected from a group consisting of: The Weekly Leaderboard, Bet
Bowls, Head-to-Head leagues, and Bet Duels.
3. The system of claim 1 wherein the types of User input is
selected from a group consisting of: User account information data,
User wager/bet data, User game selection, parlay data, and Juice
data.
4. The system of claim 1 wherein the odds displays are in humanized
odds format.
5. The system of claim 1 wherein the sporting events is selected
from a group consisting of: Professional, College, and Amateur:
Football, Baseball, Basketball, Hockey, Soccer, Tennis, Golf,
Olympic Events, Boxing, Bowling, Darts, Rugby, Cricket, and Mixed
Martial Arts.
6. The system of claim 1 wherein the odds displays generated by a
method comprising: A) Receiving sporting event odds data from at
least two third parties, and B) Processing the sporting event odds
data to form a consensus.
7. A method for enabling fantasy sports betting comprising: A)
Sending/providing odds display data to a User, B) Receiving User
input and sporting event outcome data, C) Processing said User
input and said sporting event outcome data according to at least
one game of the system, and D) Sending/providing result data to
Users according to the at least one game of the system.
8. The method of claim 7 wherein the games of the system are
selected from a group consisting of: The Weekly Leaderboard, Bet
Bowls, Head-to-Head leagues, and Bet Duels.
9. The method of claim 7 wherein the types of User input is
selected from a group consisting of: User account information data,
User wager/bet data, User game selection, parlay data, and Juice
data.
10. The method of claim 7 wherein the odds displays are in
humanized odds format.
11. The method of claim 7 wherein the sporting events is selected
from a group consisting of: Professional, College, and Amateur:
Football, Baseball, Basketball, Hockey, Soccer, Tennis, Golf,
Olympic Events, Boxing, Bowling, Darts, Rugby, Cricket, and Mixed
Martial Arts.
12. The method of claim 7 wherein the odds displays are generated
by a method comprising: A) Receiving sporting event odds data from
at least two third parties, and B) Processing the sporting event
odds data to form a consensus.
13. The method of claim 7 further comprising: sending/providing at
least one of Virtual Goods or virtual currency to Users according
to the at least one game of the system.
14. The method of claim 7 further comprising: sending/providing
historical performance data.
15. The method of claim 14 wherein historical performance data is
selected from a group consisting of: My bets, my profile, trophy
leader board, the store, or trophy case.
16. The method of claim 7 wherein results data consists of
objective results, relative results and sporting event
outcomes.
17. The system of claim 1 wherein results data consists of
objective results, relative results and sporting event
outcomes.
18. The method of claim 7 further comprising: sending/providing
social information received by Users to other Users of the system.
Description
[0001] This application claims the benefit of the filing date of
U.S. Provisional Application Ser. No. 61/456,239 filed Nov. 4,
2010, which is incorporated by reference herein.
FIELD OF THE INVENTION
[0002] This invention relates to fantasy sports games;
specifically, fantasy sports betting/wagering games.
BACKGROUND OF THE INVENTION
[0003] Fantasy sports games and sports betting are two well known
and widely enjoyed past times in America and around the world.
[0004] Sports betting has the disadvantage of requiring those who
participate to wager money in such a way that if the bet is lost so
is the money used to make the bet. Sports betting also has the
disadvantage of being illegal in many jurisdictions. It is
therefore desirable to have a legal sports betting game where money
is not lost when a bet is lost. Yet another disadvantage of sports
betting is that it is relatively a-social in that winning and
losing is determined on a bet-by-bet basis and personal success or
failure is based only on one's personal performance. It is
therefore desirable to create a system where sports betting can be
integrated into social games and competitions.
[0005] There is a world-wide marketplace for a system for
organizing and distributing Virtual Goods and currency based on the
outcomes of wagers/bets that Users of the system make on various
events (for example, sporting events). The present invention
provides a system for accomplishing such a goal as well as
providing a centralized place with for people to share social
information relating to themselves and to the events upon which
they make their wagers/bets.
[0006] Users of the system use the system to compete with
themselves and/or other Users to win/earn virtual/Real Goods, and
virtual/Real Currency. The system also provides Users with various
ways to communicate with other Users--for example a Chalkboard
where Users can leave messages and a User Profile where Users can
display information about themselves. In the preferred embodiment,
this is personal information such as the User's name, age,
location, hobbies, favorite sports memories, and sports
philosophies.
[0007] The system provides Users with ways of competing with other
Users--for example, in Bet Bowls, Head-to-Head Leagues, Bet Duels,
and various types leaderboard competitions.
SUMMARY OF THE INVENTION
Terminology and Function
[0008] The System: A system for enabling fantasy sports betting
that has [0009] A) A server device for transmitting odds displays
and result data, [0010] B) A memory device that receives and stores
User input and sporting event outcome data in a non-transitory
computer readable medium, [0011] C) A processor that processes User
input and sporting event outcome data according to at least one
game of the system. [0012] User: Any entity participating in the
system, including humans or betting algorithms (Bet Bots). [0013]
Host Terminal: A generic term for devices of the system, for
example, the server, memory, and processor. A host may perform
actions through the host terminal that affect the Users. For
example, the host/host terminal may transmit invitations to join a
game of the system such as a tournament to select Users.
[0014] User terminals communicate with the host terminal that
processes, for example, predicted outcomes of sporting events, a
wager/bet associated with that prediction, and the game of the
system to which the wager/bet is to be applied to; said host
terminal communicates to said User terminals the odds associated
with each wager/bet, result of sporting events, the Users objective
and relative results, and the objective and relative results of the
other Users of the system with regard to the games in which both
Users are participating. [0015] Virtual Goods: Virtual Goods are
non-physical objects that exist on the internet or on a computing
device. In various embodiments of the invention, Virtual Goods can
be earned or purchased using virtual currency units. In other
embodiments, Virtual Goods can be purchased with Real Currency. In
various embodiments of the invention, Users acquire Virtual Goods
for the purposes of gifting digital goods to other Users (e.g., a
virtual beer); expressing themselves in a unique way (virtual
baseball hat for avatar); and gaining functional advantage (e.g., X
% boost to payouts) when competing against other Users. Virtual
Goods can be optionally associated with Real Goods, for example, in
the form of a coupon redeemable for a real good or a discount on
said real good. Virtual Goods can optionally be used to represent
real-world products or businesses for example in the form of an
icon such as a football or ice-cream cone or for company logos such
as the NBA or WAL-MART. Virtual Goods can also optionally be in
audio and/or video format. [0016] Real Goods: Goods which are
tangible in the form of products (e.g., baseball bat) or intangible
in the form of services (e.g., oil change). [0017] Virtual Currency
Units (VCU): Points, chips, or other unit or numeric indicator that
can optionally be associated with Real Currency, wagered in
contests, or exchanged for other types of VCU or Virtual Goods. In
the various embodiments of the invention, there are different types
of VCU units for example personal effort (Points), purchasable
(Credits), wagerable (Points, Chips), and bankable (Chips). [0018]
Personal Effort Virtual Currency Units: (Points) accrued through
active participation in the system for example by achieving
1.sup.st place in a contest, writing a comment, placing a bet,
referring a friend, etc. [0019] Purchasable Virtual Currency Units:
(Credits) that are accrued through a cash or credit transaction.
[0020] Wagerable Virtual Currency Units: (Chips, Points) that can
be used to execute wagers on the site in competition against one or
more Users. [0021] Bankable Virtual Currency: (Chips) that can
optionally be redeemed by Users for Real Currency, Virtual Goods,
Real Goods, or Credits. Some embodiments limit what virtual
currency may be redeemed for to one or only several of those listed
above. [0022] Real Currency: Money which can optionally be US
dollars or some other currency recognized by any country in the
world. [0023] User Input: Collective term referring to any User
generated information. [0024] User Account Information: Information
regarding any and all virtual and/or real currencies, Virtual
Goods, and/or information regarding past expenditures of real
and/or virtual currencies and the purchase of Virtual Goods. [0025]
User Wager/Bet: Data regarding the Users predicted outcome of an
event along with the amount of virtual currency the User has
wagered/bet that the outcome will occur. In the preferred
embodiment, a User Wager/Bet may be modified or canceled at any
time before the beginning of the event on which the User wager/bet
is based. [0026] User Game Selection: The game of the system to
which the User has applied any particular bet. In the preferred
embodiment game selection can be continuously modified until the
beginning of the event on which the User wager is based. [0027] Bet
type: Further defines the predicted outcome of a User bet. Bet
types may be for example, Spread, Moneyline, Over/Under, Parlay,
Futures, Teaser, Proposition. These are well known terms of the art
and have their traditional meanings. [0028] Bet Duel: A zero sum
game using the system described in this application wherein a User
could compete against another User for virtual currency or Virtual
Goods that are currently owned by said Users. For example, User A
issues a Challenge/Proposal to User B via some form of
communication understandable by the system (for example, an email
connected to the system, performing a particular action on a
website connected to the system). The Challenge/Proposal optionally
contains the terms of the game. User B issues a response to said
Challenge/Proposal via some from of communication understandable by
the system indicating acceptance or rejection of any or all of the
terms of the game and optionally proposing any alternative or
additional terms to the game. If User B proposed any alternative or
additional terms to the game, User A will issue a response
indicating acceptance or rejection of any or all of the terms of
the game and optionally proposing any alternative or additional
terms to the game. This will continue until one of the Users either
accepts or rejects the terms of the other User without proposing
any alternative or additional terms to the game. In another
embodiment of the invention, User B must either accept or reject
the terms and may not propose any alternative terms.
[0029] Games may optionally include more than two (2) Users. In one
embodiment, all Users must agree upon the terms of the game. In
other embodiments, a majority or a plurality of Users must agree
upon the terms.
[0030] After the terms of the game have been agreed upon, the Users
in the game may optionally modify them upon further agreement, or
the terms may optionally lock upon formation of the original
agreement and be un-modifiable.
[0031] Once the events related to the terms of the game have
concluded, the Virtual Goods and/or virtual currency are
distributed to Users in the game according to the terms of the
game. [0032] Games of the System: The universe of fantasy sports
betting games which allow Users to compete against other Users,
using sports betting as the metric for measuring success within the
games. These games optionally include the Time-Bound Leaderboards
(e.g., Weekly Leaderboard), Bet Bowls, Head-to-Head Leagues, and
Bet Duels. [0033] Terms of the Game: Information regarding the
wager(s)/bet(s) of each User, what event(s) the wager(s)/bet(s)
depend(s) upon and what Virtual Goods and/or virtual currency will
be won or lost by each User upon the outcome of said event(s).
Optionally included are any terms agreed upon by all Users of the
game. [0034] Bet Bowl: A term describing a tournament style
competition between Users who have entered said tournament. In some
tournaments, Users enter by submitting a set amount of Virtual
Goods and/or virtual currency. In other tournaments, Users enter by
indicating their desire to by taking a prescribed action
understandable to the system, for example, clicking a particular
link on a particular website or sending an email to a particular
address. Tournaments may be optionally limited or unlimited. The
tournament begins once a present time or condition is reached such
as Mar. 1, 2015 or 1,000 Users have joined the tournament. A
Tournament may optionally be created by Users or by the host
terminal. Tournaments may optionally be locked (made so no Users
may enter or leave the tournament or simply forbid Users from
entering the tournament) by a User with the authority to do so or
upon meeting a present condition for example the Tournament
beginning or a threshold number of Users joining the
tournament.
[0035] Once the tournament begins, Users optionally compete
Head-to-Head or in groups, in round robin, and/or elimination-style
matches. Winners and losers of each Head-to-Head match up are
determined by the terms of the game. The tournament concludes upon
selection of a winner. A winner is selected by the terms of the
tournament. [0036] Terms of the Tournament: Information regarding
the terms of the games in the tournament and the conditions for
elimination from the tournament and/or winning the tournament. The
terms of the games of the tournament can optionally be universal to
all games played in the tournament and/or to particular rounds of
games played in the tournament. The creator of the tournament
optionally selects the terms of the tournament. However, choosing a
Bet Duel style tournament would allow the Users competing
Head-to-Head to select the terms of the game. The tournament may
optionally use Virtual Goods and/or virtual currency that are or
are not transferable to and/or from the system and/or other games
of the system. The tournament may alternatively use Virtual Goods
and/or virtual currency that is representative of some different
amount of Virtual Goods and/or virtual currency used by the system
and/or games of the system such as 10 points may represent 1 point
of the system and/or games of the system. Points may be optionally
transferred to and/or from the tournament and the system and/or
games of the system. This ability to transfer Points may be
optionally disabled or locked at any predetermined point by the
creator of the tournament including randomly.
[0037] Head-to-Head Leagues: A game within the system wherein Users
can limit the number of other Users they compete against and
customize the terms under which they compete with each other.
Head-to-Head Leagues can be created by any User and can be Public
or Private. Public Head-to-Head Leagues are open to all Users to
join and Private Leagues can only be joined by Users that are
invited. Invitations are sent by the creator of the Head-to-Head
League and/or a User that has already joined the particular league.
They are sent in some form of communication understandable to the
system and acceptance by the User is sent by some form of
communication understandable to the system. This process is like
that used to accept Bet Duels and can optionally include
negotiations regarding the terms of the league.
[0038] The Head-to-Head League begins when the league locks (no
more Users are allowed to join). When the league locks can be
determined by the creator, a preset time expiring, or a
predetermined event transpiring (for example, 20 Users join the
Head-to-Head League). Head-to-Head League lasts for predetermined
finite amount of time according to the terms of the league. Upon
completion a winner is determined according to the terms of the
league.
[0039] The creator of a Head-to-Head League can optionally limit
the events that are eligible for wagering/betting--for example,
only baseball, only football and basketball, only parlay
wagers/bets, only spread and moneyline wagers/bets, only moneyline
hockey bets, or wild bets which do not limit which events are
available for betting.
[0040] In the preferred embodiment, Users are divided into groups
of two (2) of each competition period wherein the groups are
rotated every competition period to ensure the maximum variety of
different competitors for each User. During the competition period,
Users compete in five (5) categories: moneyline, overunder, spread,
parlay, or wild. At the end of the completion period, Users are
assigned a win or a loss of each category. A win if they have more
virtual currency units that their opponent and a loss if they have
fewer virtual currency units than their opponent. At the conclusion
of the league, all Users total their wins and losses and the User
with the most wins is declared the winner and receives Virtual
Goods according to the terms/stakes of the league. [0041] Terms of
the League: Information regarding the terms of the games in the
league and the conditions for winning the league. Leagues are
divided into predetermined segments of time for example a day, a
week, two weeks, a month, two months, a year, ect. In the preferred
embodiment, these segments are called rounds or weeks. The league
consists of a predetermined amount of these segments for example 2,
3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 25, 50, 75, or 100. In leagues
using a playoff system, the league is separated into two parts. In
the preferred embodiment, these parts are called the season and the
playoffs. The number of segments in each part can optionally be
determined independently. Leagues can be Head-to-Head and/or total
points and can optionally include playoffs.
[0042] In Head-to-Head Leagues, Users pair up each segment and
compete using whatever terms of the game have been decided. In the
preferred embodiment, a given User competes Head-to-Head against a
different User during each segment and repeat Head-to-Head
match-ups are repeated as rarely as possible. The creator may
optionally organize the league into smaller divisions and those in
the division my optionally be matched-up against other Users in
their division more commonly that with members of other divisions.
Divisions may be subdivided as many times as desired by the creator
and Users in those subdivisions may optionally be matched-up more
or less frequently with other Users in their subdivision. The
relative frequency of User-to-User match-ups may be optionally
preset by the creator or determined randomly. For example, Users in
the same particular division or subdivision could be matched-up
twice as often as Users in a different division or subdivision.
[0043] By competing in this way, Users create a win/lose/tie record
that can be compared against other Users in the league. When the
predetermined amount of segments for the league or part of the
league has concluded the Users can be ranked by record and the
winner or playoff participants chosen. Win/lose/tie will be
assigned points for comparison. In the preferred embodiment, a win
is worth 1 point a tie is worth 0 points and a loss is worth -1
point. In another embodiment, a win is worth 3 points a tie 1 point
and a loss -1. In another embodiment, win/lose/tie are not
assignment points and the Users are ranked by the number of wins
they amass.
[0044] In total points leagues, the total points amassed from all
the segments are totaled at the end of each part to determine the
Users selected for the playoffs and/or the winner. Points are
determined by the rules of the game.
[0045] The league may also be partitioned by event and/or type of
bet with a predetermined amount of points give to the winner of
each event and/or type of bet. Points earned from win/loss/tie in
each event and/or type of bet category would be compared to
determine winner of a Head-to-Head match-up and rank Users at the
end of a season of playoffs.
[0046] A predetermined amount of Users will be selected for the
playoffs based on their points/record at the conclusion of the
season. The playoffs are like a Bet Bowl wherein entrance to the
Bet Bowl occurs automatically by fulfilling the conditions in the
terms of the league, for example, being ranked in the top eight (8)
at the end of the season. [0047] Odds Displays: Any given wager/bet
in the system is associated with the odds that the wager will
occur. These odds can be transmitted to, and then displayed by a
User in different formats--for example, numeric sportsbook odds
format and/or humanized format. [0048] Numeric Sportsbook Odds
Format: Displays the specific mathematical odds associated with any
wager/bet, for example 3:1 or >300 where for every unit
wagered/bet on the event occurring yields 3 units if the event does
in fact occur. This format shows exactly what will be gained by a
correct wager/bet given any amount of said wager/bet. [0049]
Humanized Odds Format: Displays the odds for any wager/bet in a
more generalized word format for example Huge Payout, Large Payout,
Average Payout, Small Payout, or Tiny Payout. The words relate to
specific threshold numeric odds determined by the system. These
thresholds can be the same or different across bet types, for
example, Spread, Moneyline, Over/Under, Parlay, Futures, Teaser, or
Proposition.
[0050] In the preferred embodiment, when referring to Moneyline
odds, an event with odds of >249 or greater is displayed as a
Huge Payout, from >149 to >248 is displayed as a Large
Payout, from >-150 to >148 is displayed as a Average Payout,
from >-250 to >-149 is displayed as a Small Payout, and
anything >-251 or less is displayed as a Tiny Payout. Therefore,
in the preferred embodiment for Moneyline odds the threshold
amounts are: >249 or greater for Huge Payouts, >149 for Large
Payouts, >-150 for Average Payouts, >-250 for Small Payouts,
and >-251 or less for Tiny Payouts.
[0051] In the preferred embodiment, when referring to Spread odds
>175 or greater for Huge Payouts, >125 for Large Payouts,
>-126 for Average Payouts, >-176 for Small Payouts, and
>-177 or less for Tiny Payouts.
[0052] In the preferred embodiment, when referring to Over/Under
odds >130 or greater for Huge Payouts, >110 for Large
Payouts, >111 for Average Payouts, >-131 for Small Payouts,
and >-132 or less for Tiny Payouts. [0053] Mode of Lines and
Sanity Check: The odds for any given sports event can be produced
by the system, obtained from a third party or multiple third
parties and any combination of the three. In the preferred
embodiment, the odds for any given event are obtained from multiple
third parties and compared by the system to determine the mode. The
mode of these third parties is used by the system and can be
displayed in numeric sportsbook odds format and/or humanized
format. In other embodiments, the median or mean of the third
parties' odds are used by the system. The system also has a Sanity
Check that ensures that the odds used by the system are not
irregular. In the preferred embodiment the sanity check functions
to ensure the mode selected is not more than a predetermined
numerical distance from the mean. [0054] Parlay: To combine
wagers/bets to increase the payout if all said wagers/bets are
correct. In the preferred embodiment, a minimum of 3 wagers/bets
must be combined to receive an increase payout benefit. In the
preferred embodiment, combining 3 wagers/bets multiplies the payout
by 6 times if all three bets are correct, combining 4 wagers/bets
multiplies the payout by 10, 5 wagers/bets. In any parlay, if all
wagers/bets are not won then no payout is made. [0055] Juice: A
type of virtual good that can be won or purchased by Users from the
host computer of server. Juice can be positive or negative.
Positive Juice increases the payout of the wagers/bets it is
applied to. Negative Juice decreases the payout of the wagers/bets
it is applied to. Juice may optionally be specific, in that it only
applies to a certain type of event or particular wagers/bets type,
for example, only football games or only moneyline wagers/bets. The
Juice may optionally be general, in that it applies to any bets
specified or any bets made in a particular time frame. Juice may
optionally be infinite in that it applies to all bets either for a
limited amount of time or forever. Juice can optionally be used to
produce bankable virtual currency. [0056] Weekly Leaderboard: A
game within the system wherein all Users of the system compete to
win the most virtual currency over a predetermined time period. The
time period of the competition can be for example, hours, days,
weeks, months, years. In the preferred embodiment, the time period
is one week.
[0057] Leaderboard may optionally be scoped by geography,
demographics, betting performance, bet type category, sport, site
participation, or any combination thereof. In the preferred
embodiment the leaderboard is not scoped (contains all Users).
[0058] Trophies: Trophies are a form of virtual good that can be
won by Users for meeting predetermined conditions, completing
certain tasks, reaching specific milestones, and/or accomplishing
certain goals. In some embodiments, trophies can be purchased. In
some embodiments, only some trophies can be purchased. In the
preferred embodiment, no trophies can be purchased. Trophies can
optionally be categorized as different types based on for example
the conditions required to obtain them, for example, milestone
trophies, Weekly Leaderboard trophies, and/or wager/bet trophies.
Trophies can optionally have Virtual Goods or virtual currency
associated with them. In the preferred embodiment, trophies come
with points associated with them that are a specific type of
virtual currency that can be used to by certain Virtual Goods, for
example, Juice. [0059] Trophy Case: A location where Trophies can
optionally be stored and/or displayed. [0060] Credits: Are a
particular kind of virtual currency. In the preferred embodiment,
Credits can be purchased only with real money or can be earned by
completing specific tasks defined by third parties. In the
preferred embodiment, certain Virtual Goods can only be purchased
with Credits. [0061] My Bets: Collectively describes the location
or locations in the system where Users can access information about
specific wagers/bets including for example, the odds associated
with the event, the type of event, the teams/players participating
in the event, news regarding the event, the time the event will
occur, and statistics regarding other User's wagers/bets on the
event. This is also a place were Users can record information
regarding their wagers/bets for the system to process. My Bets is
optionally divided into categories for example type of event such
as sports or football so that a User may quickly and easily find
the event they are looking for. [0062] My Profile: Collectively
describes the location or locations in the system where Users can
access information about themselves and their historical and
current interactions with the system and other Users of the system.
Information regarding statistics of the Users wagering/betting
history and/or current bets can be displayed in various ways
including graphs, charts, tables, and lists. Also rankings and
other performance related statistical information regarding the
User associated with the particular profile when compared to the
other Users in the system and/or in a particular Head-to-Head
League, Bet Bowl, or Bet Duel. The Chalkboard and trophy case can
optionally be in My Profile. My Profile may also optionally provide
a place to display personal information about the User associated
with that profile and that is only editable by that specific User.
[0063] Chalkboard: Is a message board where the User and other
Users of the system can leave social information, for example,
messages, pictures, or videos and communicate in real time with
each other. [0064] My Bets: Collectively describes the location or
locations in the system where Users can access information about
wagers/bets they made in a given time period. In the preferred
embodiment the time period is the any given 7-day period. The
information contained within relates to what wagers/bets the User
made, what the results of the wager was, and what and how much
Virtual Goods and virtual currency were won or lost as a result of
the wager. [0065] Trophy Leader Board: Collectively describes the
location or locations in the system where Users can access ranking
information regarding which Users have accumulated the most
high-valued trophies in various categories recorded by the system.
[0066] The Store: Collectively describes the location or locations
in the system where Users can purchase various different types of
real or Virtual Goods using real or various types of virtual
currency. In the preferred embodiment, some Virtual Goods and Real
Goods will only be able to be purchased with specific kinds of
virtual currency or optionally only Real Currency. [0067] Results
Data: Results data is a generic term for any or all outcomes
types--for example, objective results, relative results, and
sporting event outcomes. [0068] Objective Results: Objective
results are the results of any and all User wagers on events.
Objective results can optionally refer to the result of an
individual User wager, the results of any collection of User
wagers, or the results from all User wagers of a particular event.
[0069] Relative Results: A comparison of a User's objective results
to the objective results of the other Users participating in a game
of the system. Users are ranked according to their objective
results and ranking is referred to as the Users relative
results.
SUMMARY OF THE INVENTION
[0070] The system for enabling fantasy sports betting has
[0071] A server device for transmitting odds displays and result
data,
[0072] A memory device that receives and stores User input and
sporting event outcome data in a non-transitory computer readable
medium, and
[0073] A processor that processes User input and sporting event
outcome data according to at least one game of the system.
[0074] In another embodiment of the system, the games of the system
are the Weekly Leaderboard, Bet Bowls, Head-to-Head leagues, and
Bet Duels.
[0075] In another embodiment of the system, the types of User input
are User account information data, User wager/bet data, User game
selection, parlay data, and Juice data.
[0076] In another embodiment of the system, the odds displays are
in humanized odds format.
[0077] In another embodiment of the system, the sporting events are
included in the system are professional, college, and amateur:
Football, Baseball, Basketball, Hockey, Soccer, Tennis, Golf,
Olympic Events, Boxing, Bowling, Darts, Rugby, Cricket, and Mixed
Martial Arts.
[0078] In another embodiment of the system, the odds displays
generated by receiving sporting event odds data from at least two
third parties and processing the sporting event odds data to form a
consensus.
[0079] The method for enabling fantasy sports betting uses the
following steps, [0080] Sending/providing odds display data to a
User, [0081] Receiving User input and sporting event outcome data,
[0082] Processing said User input and said sporting event outcome
data according to at least one game of the system, and [0083]
Sending/providing result data to Users according to the at least
one game of the system.
[0084] In another embodiment of the method, the games of the system
are the Weekly Leaderboard, Bet Bowls, Head-to-Head leagues, and
Bet Duels.
[0085] In another embodiment of the method, the types of User input
are User account information data, User wager/bet data, User game
selection, parlay data, and Juice data.
[0086] In another embodiment of the method, the odds displays are
in humanized odds format.
[0087] In another embodiment of the method, the sporting events are
professional, college, and amateur: Football, Baseball, Basketball,
Hockey, Soccer, Tennis, Golf, Olympic Events, Boxing, Bowling,
Darts, Rugby, Cricket, and Mixed Martial Arts.
[0088] In another embodiment of the method, the odds displays are
generated by receiving sporting event odds data from at least two
third parties and processing the sporting event odds data to form a
consensus.
[0089] In another embodiment of the method, at least one of Virtual
Goods or virtual currency are provided to Users according to the at
least one game of the system.
[0090] In another embodiment of the method, historical performance
data are sent to Users.
[0091] In another embodiment of the method, historical performance
data consists of My Bets, My Profile, Trophy Leaderboard, the
Store, or Trophy Case.
[0092] In another embodiment of the system, results data consists
of objective results, relative results and sporting event
outcomes.
[0093] In another embodiment of the method, results data consists
of objective results, relative results and sporting event
outcomes.
[0094] In another embodiment of the method, social information
received by Users is sent/provided to other Users of the
system.
BRIEF DESCRIPTION OF THE DRAWINGS
[0095] FIG. 1 describes an overview of the entire system.
[0096] FIG. 2 describes how a person becomes a User of the
system.
[0097] FIG. 3 describes how the Weekly Leaderboard game is
played.
[0098] FIG. 4 describes how Head-to-Head leagues are played.
[0099] FIG. 5 describes how Bet Duels are played.
[0100] FIG. 6 describes how Bet Bowls are played
[0101] FIG. 7 describes how Virtual Goods are purchased.
[0102] FIG. 8 describes how Juice functions.
[0103] FIG. 9 describes how event comments are made.
[0104] FIG. 10 describes how Chalkboard comments are made.
DETAILED DESCRIPTION OF THE DRAWINGS
[0105] FIG. 1 describes an overview of the system. A person
registers with the system (1) and becomes a User. The User then has
the option to view any bet/wager statistical information relating
to any User (3), socially interact with other Users (5), view the
odds in various formats of upcoming sporting events (7), make
predictions (wagers/bets) on upcoming sporting events, (8) shop at
the Virtual Goods store (9), or compete in the various games of the
system (11). The User competes in these games (11) by placing
bet/wagers on various sporting events (8) and applying said
bet/wagers to the particular game(s) (11) they wish. Once the
outcome of the sporting events has been determined, virtual
currency and/or Virtual Goods are exchanged between the Users and
the system or the Users and other Users (13) according to the rules
of the particular game of the system to which the bet(s)/wager(s)
have been applied.
[0106] FIG. 2 describes how a person becomes a User of the system.
There are two paths by which a person can become a User of the
system. First, the person may visit the website winthetrophy.com
(15) and access the sign up feature of the website (17). The person
is prompted by the system to enter identifying information into the
system (19), for example, a User name and password to use to access
the site and optionally an email address to be associated with the
User. This information is stored on the data storage media of the
system (21) and the person is recognized by the system as a User
(23). The other way a person can become a User of the system is by
receiving an invitation to join the system (25), for example by
email, and accepting the invitation to join the system (27).
Accepting the invitation opens the systems registering process
where the person is prompted by the system to enter identifying
information into the system (19), for example, a User name and
password to use to access the site and optionally an email address
to be associated with the User. This information is stored on the
system (21) and the person is recognized by the system as a User
(23).
[0107] FIG. 3 describes how the Weekly Leaderboard game is played.
Every User receives 1,000 virtual currency units (VCU) at the
beginning of the week (29). In the preferred embodiment the
beginning of the week is Monday. The Users place bets/wagers only
on sporting events that occur during that week (31). At the
conclusion of each sporting event, the bets associated with that
event are resolved (33). Virtual currency is added or removed from
each User according to the outcome of each bet/wager (35). Upon the
conclusion of the last sporting event of the week, the User with
the most virtual currency is declared the winner (37). In the
preferred embodiment, Sunday is the last day of the week. The
winning User receives a virtual good (39). In the preferred
embodiment, the virtual good is a trophy. Other trophies are also
optionally rewarded for other accomplishments, for example, having
the most VCU for a given category, for example moneyline
bets/wagers on the NFC Eastern Division. At the conclusion of the
week all Users VCU are reset to 1,000 (41).
[0108] FIG. 4 describes how Head-to-Head (HH) leagues are played. A
User may create either a public or private HH league (43). A User
may optionally create and participate in multiple HH leagues. In
public HH leagues (45) any Users may join the league. In private HH
leagues (47) Users may only join the league by accepting an
invitation to join the HH league from the Users who created the
league. The HH league begins when the league is full or at a
predetermined time which is set by the User who created the league
(49). How many Users may join the league before it is filled is
also determined by the User who created the league.
[0109] Users are divided into groups of two for each competition
period (51). In the preferred embodiment, Users are shuffled into
different groups every competition period so that each User
maximizes the variety of others Users they compete against. In the
preferred embodiment each competition period is one week. In the
preferred embodiment, the total number of competition periods in
the HH league is determined upon creation of the league.
[0110] Each User in the HH league places bets in the following 5
categories in each betting competition period: Moneyline, Spread,
Over/Under, Parlay, and Wild (53). The outcomes of each bet/wager
are determined according to the outcome of the sporting event on
which they were placed (55) and Juice is applied to the outcomes
where appropriate (57). The adjusted outcomes are then applied to
the appropriate category (59). At the end of the competition period
each User's totals for each category are compared (61) and each
User receives a win for each category where their VCU total is
higher than User they are competing against and a loss for each
category where their VCU total is lower than User they are
competing against (63). The system ranks Users according to their
win/loss record (65) and the User with the best win/loss record at
the conclusion of the HH league is declared the winner (67) and
optionally awarded VCU or Virtual Goods. In the preferred
embodiment the system will award the winner of the HH league with a
trophy.
[0111] FIG. 5 describes how Bet Duels are played. To create a Bet
Duel, one User sends a challenge (69) to one or more Users
containing stakes (71) of the Bet Duel. The challenge is received
by the User being challenged as optionally pop-up message when the
User signs in to the system informing the User that a challenge has
been made. The message may also optionally appear in the User
profile portion of the system. The message may also be sent to the
email address registered with the system. The User may optionally
accept, reject, or modify the terms (73). A rejection does not
result in a Bet Duel beginning. Modification of the terms may
optionally be done through a counter offer, or a rejection and new
offer (75). Once the stakes are accepted, the User who made the
acceptance sets the terms of the duel (77). Once the terms have
been made the Bet Duel begins (79). The Bet Duel occurs over a
finite period of time determined by the terms of the Bet Duel
referred to as the Bet Duel period. The Bet Duel period could
optionally be a predetermined amount of days, number of bets, or
number of points won. Each User then makes bets/wagers (81) that
are resolved at the conclusion of the sporting events on which the
bets/wagers were placed (83). At the conclusion of the Bet Duel
period the User who has earned the most virtual currency is
declared the winner and Virtual Goods and/or virtual currency is
distributed according to the stakes of the duel (85) and the Bet
Duel is concluded.
[0112] FIG. 6 describes how Bet Bowls are played. Users join a Bet
Bowl either by joining (87) or by accomplishing some task that
earns admittance into the Bet Bowl (89), for example finishing in
the top 40% of a bet league. Users in a Bet Bowl are arranged into
groups of 4 for each completion period wherein the Users compete in
the following 5 categories in each betting competition period:
Moneyline, Spread, Over/Under, Parlay, and Wild (91). The outcomes
of each bet/wager are determined according to the outcome of the
sporting event on which they were placed (93) and Juice is applied
to the outcomes where appropriate (95). The adjusted outcomes are
then applied to the appropriate category (97). At the end of the
competition period each User's totals for each category are
compared (99) and each User receives a win for each category where
their VCU total is higher than User they are competing against and
a loss for each category where their VCU total is lower than User
they are competing against (101). The system ranks Users according
to their win/loss record (103) and the User with the best win/loss
record at the conclusion of the round moves on to the next round
while the other Users in the group are eliminated (105). Steps (91)
though (105) are repeated until only one User remains (107). That
User is declared the winner and is awarded Virtual Goods (109).
[0113] FIG. 7 describes how Virtual Goods are purchased. A User
visits the virtual good store (111) where the User can view all the
available Virtual Goods including both Juice available for purchase
and Juice that is locked until the Users accomplishes various
tasks, for example, inviting 5 other people to join the system and
having those people become Users. The User then selects the virtual
good they want to purchase (113). The system determines if the User
meets the requirements for the purchase (115), for example having
enough VCU to purchase the virtual good. If the User does not meet
all the requirements for purchase, the system declines the
transaction and returns the User to the store (117). If the User
does meet all the requirements for purchase the appropriate amount
of virtual currency is deducted from the User (119) and the virtual
good is sent to a file on the User's terminal or is stored on the
system in a file associated with the User (121).
[0114] FIG. 8 describes how Juice functions. Juice can be purchased
at the virtual good store or optionally won in the games of the
system. When the User places a bet (123) the system provides the
User with an option to apply Juice (125), if the User has Juice
available. If the User selects to apply Juice the User must also
specify which specific Juice is to be applied to the bet (127). If
the User selects not to use the Juice then the Juice is not applied
to the wager/bet (129). The outcomes of the wagers/bets are
determined (131) and the system applies the Juices effect to the
outcome of the wagers/bets (133).
[0115] The User may also select a wager/bet that has been made but
where the sporting event on which it depends has not begun (123)
and apply Juice to that wager/bet (125 and 127). The outcomes of
the wagers/bets are determined (131) and the system applies the
Juices effect to the outcome of the wagers/bets (133).
[0116] FIG. 9 describes how event comments are made. A User makes a
wager/bet (135). The system provides the User with a text box where
the User can write a comment associated with the wager/bet (137).
The system posts the comment on the event message board where it
can be viewed by other Users (139). Users select comments on the
event message board by clicking on them (141). After selecting a
comment the User may post a response to the comment which can be
viewed by any User who selects the original comment on the event
message board (143).
[0117] FIG. 10 describes how Chalkboard comments are made. A User
selects a User's profile (145). In the preferred embodiment the
profile can belong to any User including the User selecting it. The
User selects the Chalkboard on the User's profile page (147) and
post a comment (149). The comment is displayed on that User's
Chalkboard (151). The User who the Chalkboard is associated with
receives an email notification that a comment has been made on the
Users Chalkboard (153).
* * * * *