U.S. patent application number 13/289471 was filed with the patent office on 2012-05-24 for system and method for integrating live statistical data of a real-life event into a real-time, online multi-player game.
This patent application is currently assigned to GAME TIME LIVE SPORTS SERVICES, LLC. Invention is credited to David J. Domm, Kenneth M. Mazursky, Richard B. Mazursky.
Application Number | 20120129610 13/289471 |
Document ID | / |
Family ID | 46064860 |
Filed Date | 2012-05-24 |
United States Patent
Application |
20120129610 |
Kind Code |
A1 |
Mazursky; Richard B. ; et
al. |
May 24, 2012 |
SYSTEM AND METHOD FOR INTEGRATING LIVE STATISTICAL DATA OF A
REAL-LIFE EVENT INTO A REAL-TIME, ONLINE MULTI-PLAYER GAME
Abstract
Certain embodiments of the present invention provide for a
system and method for integrating live statistical data of a
real-life event into a real-time, online mass multi-player game.
The method includes receiving a first stat event corresponding to a
first real-life event and determining whether the first stat event
is related to at least one game. The method includes parsing the
first stat event into a first game event if the first stat event is
related to the at least one game. The method includes storing the
first game event, retrieving the stored first game event, and
processing the retrieved first game event to change a game state.
The method includes communicating the game state to a client to
update the client display.
Inventors: |
Mazursky; Richard B.;
(Riverwoods, IL) ; Domm; David J.; (Chicago,
IL) ; Mazursky; Kenneth M.; (Chicago, IL) |
Assignee: |
GAME TIME LIVE SPORTS SERVICES,
LLC
Chicago
IL
|
Family ID: |
46064860 |
Appl. No.: |
13/289471 |
Filed: |
November 4, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61410274 |
Nov 4, 2010 |
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61419608 |
Dec 3, 2010 |
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61429370 |
Jan 3, 2011 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/792 20140902;
A63F 13/828 20140902; H04L 67/38 20130101; A63F 13/65 20140902;
A63F 2300/69 20130101; A63F 13/798 20140902; A63F 13/87 20140902;
A63F 13/46 20140902; A63F 13/847 20140902; A63F 13/533
20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for integrating live statistical data of a real-life
event into a real-time, online mass multi-player game, the method
comprising: at least one processing device for at least: receiving
a first stat event corresponding to a first real-life event;
determining whether the first stat event is related to at least one
game; parsing the first stat event into a first game event if the
first stat event is related to the at least one game; storing the
first game event; retrieving the stored first game event;
processing the retrieved first game event to change a game state;
and communicating the game state to a client to update the client
display.
2. The method of claim 1, comprising discarding the first stat
event if the first stat event is not related to the at least one
game.
3. The method of claim 1, comprising receiving an indication of an
allocation of player resources from the client.
4. The method of claim 3, wherein the allocation of player
resources indicates that player resources were invested in at least
one of a plurality of real-life competitors.
5. The method of claim 3, comprising: storing the indication of the
allocation of player resources as a second game event; retrieving
the stored second game event; processing the retrieved second game
event to change the game state; and communicating the game state to
the client to update the client display.
6. The method of claim 5, comprising: receiving a second stat event
corresponding to a second real-life event; determining whether the
second stat event is related to the at least one game; parsing the
second stat event into a third game event if the second stat event
is related to the at least one game; storing the third game event;
retrieving the stored third game event; processing the retrieved
third game event to change the game state; and communicating the
game state to the client to update the client display.
7. The method of claim 6, wherein the game state indicates at least
one of a player resource reward and a player resource penalty based
on the processing of the second game event and the third game
event.
8. The method of claim 1, wherein the at least one game comprises a
plurality of games and each of the plurality of games comprises a
plurality of real-life competitors for investment of player
resources.
9. The method of claim 8, wherein at least one of the plurality of
games comprises different real-life competitors for investment of
player resources than other of the plurality of games.
10. The method of claim 1, wherein the real-life event is at least
one of a sporting event, a televised game, and a reality television
show.
11. A non-transitory computer-readable medium encoded with a set of
instructions for execution on a computer, the set of instructions
comprising: a receiver routine configured to receive a first stat
event corresponding to a first real-life event; a decision routine
configured to determine whether the first stat event is related to
at least one game; a stat parsing routine configured to parse the
first stat event into a first game event if the first stat event is
related to the at least one game; a memory storage routine
configured to store the first game event; a retrieval routine
configured to retrieve the stored first game event; a processing
routine configured to process the retrieved first game event to
change a game state; and a communication routine configured to
communicate the game state to a client to update the client
display.
12. The non-transitory computer-readable medium encoded with the
set of instructions of claim 11, comprising a discard routine
configured to discard the first stat event if the first stat event
is not related to the at least one game.
13. The non-transitory computer-readable medium encoded with the
set of instructions of claim 11, comprising an allocation receiver
routine configured to receive an indication of an allocation of
player resources from the client.
14. The non-transitory computer-readable medium encoded with the
set of instructions of claim 13, wherein the allocation of player
resources indicates that player resources were invested in at least
one of a plurality of real-life competitors.
15. The non-transitory computer-readable medium encoded with the
set of instructions of claim 13, comprising: the memory storage
routine configured to store the indication of the allocation of
player resources as a second game event; the retrieval routine
configured to retrieve the stored second game event; the processing
routine configured to process the retrieved second game event to
change the game state; and the communication routine configured to
communicate the game state to the client to update the client
display.
16. The non-transitory computer-readable medium encoded with the
set of instructions of claim 15, comprising: the receiver routine
configured to receive a second stat event corresponding to a second
real-life event; the decision routine configured to determine
whether the second stat event is related to the at least one game;
the stat parsing routine configured to parse the second stat event
into a third game event if the second stat event is related to the
at least one game; the memory storage routine configured to store
the third game event; the retrieval routine configured to retrieve
the stored third game event; the processing routine configured to
process the retrieved third game event to change the game state;
and the communication routine configured to communicate the game
state to the client to update the client display.
17. The non-transitory computer-readable medium encoded with the
set of instructions of claim 16, wherein the game state indicates
at least one of a player resource reward and a player resource
penalty based on the processing of the second game event and the
third game event.
18. The non-transitory computer-readable medium encoded with the
set of instructions of claim 11, wherein the at least one game
comprises a plurality of games and each of the plurality of games
comprises a plurality of real-life competitors for investment of
player resources.
19. The non-transitory computer-readable medium encoded with the
set of instructions of claim 18, wherein at least one of the
plurality of games comprises different real-life competitors for
investment of player resources than other of the plurality of
games.
20. The non-transitory computer-readable medium encoded with the
set of instructions of claim 11, wherein the real-life event is at
least one of a sporting event, a televised game, and a reality
television show.
21. A system for integrating live statistical data of a real-life
event into a real-time, online mass multi-player game, the system
comprising: at least one user interface device for interacting with
an online game during a related real-life event; at least one
memory device for storing at least game events corresponding to the
related real-life event; and at least one processor device for
receiving stat events, parsing the stat events into the game
events, storing the game events in the at least one memory device,
processing the game events, and updating a display of the user
interface device based on the processed game events.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS/INCORPORATION BY
REFERENCE
[0001] The present application claims priority under 35 U.S.C.
.sctn.119(e) to the following U.S. Provisional Applications:
61/410,274 filed Nov. 4, 2010 entitled "System and Method for
Integrating Live Statistical Data of a Real-Life Sports Event Into
a Real-Time, Online Multi-Player Sports Game"; 61/419,608 filed
Dec. 3, 2010 entitled "System and Method for Integrating Live
Statistical Data of a Real-Life Event Into a Real-Time, Online
Multi-Player Game"; and 61/429,370 filed Jan. 3, 2011 entitled
"System and Method for Integrating Live Statistical Data of a
Real-Life Event Into a Real-Time, Online Multi-Player Game".
[0002] Each of the above referenced provisional applications is
hereby incorporated herein by reference in its entirety.
FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0003] [Not Applicable]
SEQUENCE LISTING
[0004] [Not Applicable]
MICROFICHE/COPYRIGHT REFERENCE
[0005] [Not Applicable]
BACKGROUND OF THE INVENTION
[0006] The present invention generally relates to a real-time,
online multi-player game. In particular, the present invention
relates to integrating live statistical data of a real-life event
into a real-time, online mass multi-player game while players of
the fantasy game are actively participating in the fantasy
game.
[0007] Currently, fantasy sports are games where a small limited
group of participating players act as owners to build teams that
compete with other teams owned by other participating players. The
teams built by the participating players generally include
real-life players in a particular sport and/or a particular league.
Due to the limited number of real-life players in a particular
sport, the number of participating players is typically limited to
a small group depending on the sport and number of available
players.
[0008] The group of participating players competing against each
other is typically referred to as a league. Depending on the
scoring system implemented in the particular league, points are
awarded to participating player teams based on the statistics of
the real-life players drafted to each of the participating player
teams or included in a lineup set by each of the participating
player teams. Real-life players are typically drafted at the
beginning of the real-life season and/or at the beginning of the
fantasy season. Additionally, depending on league rules, some
leagues allow real-life players to be added and/or dropped from a
fantasy team owned by a participating player during the course of
the fantasy season.
[0009] In current fantasy sports games, changes to a roster and
lineup of a team owned by a participating player are allowed only
prior to the real-life sports event(s) beginning so that
participating players cannot replace real-life players in a lineup
of the participating player's fantasy team with currently better
performing real-life players on a bench of the participating
player's fantasy team. As such, current fantasy sports game
participants generally have little to do to participate during the
real-life sports events.
[0010] In addition to current fantasy sports games, other available
games allow users to pick winners of certain real-life sports
events (e.g., pick 'em challenges, confidence pools, etc.).
However, in these games, once the real-life sports event winner(s)
is/are chosen, the participating players merely wait until the end
of the game to determine the winner of the game based on the
winner(s) of the real-life sports event(s). As such, similar to the
current fantasy sports games discussed above, players of these
various pick 'em challenges and confidence pools generally have
little to do to participate during the real-life sports events.
[0011] Thus, there is a need for a system and method for allowing
large groups of fantasy players to participate in a fantasy game
during the corresponding real-life event(s). Further, there is need
for a system and method of integrating statistical data of a live
real-life event into a real-time, online mass multi-player fantasy
game while players of the fantasy game are actively participating
in the fantasy game.
[0012] Further limitations and disadvantages of conventional and
traditional approaches will become apparent to one of skill in the
art, through comparison of such systems and methods with the
present invention as set forth in the remainder of the present
application with reference to the drawings.
BRIEF SUMMARY OF THE INVENTION
[0013] Various aspects of the present invention provide a system
and method for integrating live statistical data of a real-life
event into a real-time, online multi-player game.
[0014] These and other advantages, aspects and novel features of
the present invention, as well as details of illustrative aspects
thereof, will be more fully understood from the following
description and drawings.
BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
[0015] FIG. 1 illustrates a flow diagram for a method for
participating in a real-time, online multi-player game in
accordance with an embodiment of the present invention.
[0016] FIG. 2 illustrates a flow diagram for a method for
activating advanced play during participation in a real-time,
online multi-player game in accordance with an embodiment of the
present invention.
[0017] FIG. 3 illustrates a real-time, online multi-player game
module architecture overview used in accordance with an embodiment
of the present invention.
[0018] FIG. 4 illustrates a real-time, online multi-player game
module architecture overview used in accordance with an embodiment
of the present invention.
[0019] FIG. 5 illustrates a real-time, online multi-player game
module communication overview used in accordance with an embodiment
of the present invention.
[0020] FIG. 6 illustrates a real-time, online multi-player game
system used in accordance with an embodiment of the present
invention.
[0021] FIG. 7 illustrates a flow diagram for a method for
integrating live statistical data of a real-life event into a
real-time, online multi-player game in accordance with an
embodiment of the present invention.
[0022] FIG. 8 illustrates an exemplary mobile game interface login
in accordance with an embodiment of the present invention.
[0023] FIG. 9 illustrates an exemplary mobile game interface
homepage in accordance with an embodiment of the present
invention.
[0024] FIG. 10 illustrates an exemplary mobile game interface
dashboard in accordance with an embodiment of the present
invention.
[0025] FIG. 11 illustrates an exemplary mobile game interface in
accordance with an embodiment of the present invention.
[0026] FIG. 12 illustrates an exemplary mobile game interface in
bar leaderboard and schedule in accordance with an embodiment of
the present invention.
[0027] FIG. 13 illustrates an exemplary web game interface homepage
in accordance with an embodiment of the present invention.
[0028] FIG. 14 illustrates an exemplary web game interface in
accordance with an embodiment of the present invention.
[0029] The foregoing summary, as well as the following detailed
description of certain embodiments of the present invention, may be
better understood when read in conjunction with the appended
drawings. For the purpose of illustrating the invention, certain
embodiments are shown in the drawings. It should be understood,
however, that the present invention is not limited to the
arrangements and instrumentality shown in the attached
drawings.
DETAILED DESCRIPTION OF THE INVENTION
[0030] Certain embodiments of the present invention relate to
systems and methods for a mass multi-player online fantasy game
that allows users to simultaneously invest virtual dollars (and/or
"points," "resources," "real money," "chips," "coins," "notes,"
"credits," etc.) in real-life competitors (e.g., teams and
players), live and in real-time, during various real-life
events.
[0031] In certain embodiments, one or more algorithms may be used
to import real-time statistical data related to real-life events.
For example, the real-time statistical data may be imported from
one or more third party providers or may be independently
collected, among other things. The real-time statistical data may
include, for example, data related to one or more stat events
during a real-life event. Using the real-time statistical data, the
one or more algorithms may be used to display these stat events as
individual actions on a game interface. The one or more algorithms
may also be used to process these stats events and reward a bonus
to users with resources invested in the team or player positively
affected by the stat event when the stat event occurs.
Alternatively or additionally, the one or more algorithms may be
used to process these stats events and penalize users with
resources invested in the team or player negatively affected by the
stat event when the stat event occurs. As an example, a stat event
may be the conversion of a first down by the Bears against the
Cowboys in a National Football League (NFL) game. In the above
example, users with resources invested in the Bears at the time of
the stat event (i.e., the first down conversion) may be rewarded a
bonus, while users with resources invested in the Cowboys at the
time of the stat event may be penalized. For example, the bonus
and/or penalty may be a percentage of the amount of virtual dollars
invested in the Bears at the time of the stat event, among other
things.
[0032] During each fantasy game corresponding to a real-life event,
the users may continue allocating resources to either or both sides
(e.g., teams, players or the like) of the real-life event.
Additionally, user may increase or decrease the amount of resources
allocated to each side. As stat events occur and rewards are
granted and/or penalties applied, users' virtual portfolio values
(or "wallets") may increase and/or decrease. At the end of each
fantasy game, which may correspond to the final official end of
game play of the real-life event as dictated by the received
real-time statistical data, the users with the highest portfolio
values in each game arena may win virtual, real and/or cash prizes.
At certain times, the game system may also offer no purchase
necessary cash and real prize promotional game tournaments.
Additionally or alternatively, instead of virtual dollars, the
resources used may be real money. As such, a user may be able to
"cash out" the real money won and/or the remaining real money
balance.
[0033] Virtual prizes may include, for example, virtual trophies,
virtual status upgrades, virtual avatar/player profile upgrades,
the ability to purchase a number of virtual items in the virtual
rewards zone on the game website, and the like. Users of the game
system may also be able to use virtual dollars and/or real money to
purchase a variety of virtual items to populate their virtual
player locker room or player den.
[0034] In certain embodiments, the gaming system may include a
social component, whereby users can utilize social features like
live chat, group invites, league formation, etc. to enhance their
game playing experience on the game website. Users may also be able
to form private groups to compete within each game arena as well as
elect to pay for "private arena play" whereby users can participate
in a game arena with a private group of friends or users.
[0035] The gaming system may offer some form of free to play
features, allowing for free game arena play to the general user
base. For example, users may be allowed one free game arena per
week, with any additional game arenas available for a small fee.
Additional features may be available on a pay to play basis, a
micro transaction basis, and the like.
[0036] In certain embodiments, the gaming system may offer various
games to its users in various sports, including, but not limited
to, football, basketball, baseball, hockey, racecar driving,
soccer, cricket, and the like. For example, the offered games may
be in connection with sports affiliated with various leagues
including, but not limited to, the National Football League (NFL),
the National Basketball Association (NBA), the National Collegiate
Athletic Association (NCAA), Major League Baseball (MLB), the
National Hockey League (NHL), the National Association for Stock
Car Auto Racing (NASCAR), Major League Soccer (MLS), the Premier
League, Formula 1, among others.
[0037] In certain embodiments, the games offered to various users
are not limited to games associated with sporting events. For
example, the gaming system may offer various games to its users
related to any suitable live event or any suitable event perceived
to be live. Various suitable live events and events perceived to be
live may include, for example, televised games (e.g., World Series
of Poker, Wheel of Fortune, Jeopardy, etc.), reality television
(e.g., Dancing with the Stars, American Idol, etc.), award shows
(e.g., Emmy, Grammy, etc.), animal races and competitions (e.g.,
duck hunting, fishing competitions, camel racing, etc.), Olympic
competitions, outcomes of legal cases, choice of schools for famous
children and athletes, current event outcomes, among other live
events and/or events perceived to be live.
[0038] In certain embodiments, the games offered to various users
may include any suitable competitive event and/or combinations of
suitable competitive events, real and/or contrived. For example,
the gaming system may offer various game combinations such as the
best actor award and the winner of the presidential election, among
other things.
[0039] The gaming system may be organized into a series of games,
or arenas, with each game representing an actual real-life event.
For example, one such gaming system arena may be a MLB game between
the Chicago Cubs and the San Francisco Giants. Another example may
be an NBA game between the Orlando Magic and the Los Angeles
Lakers. The gaming system may also offer derivative game arenas. As
an example, a derivative game arena may be the quarterback of the
Chicago Bears versus the quarterback of the Indianapolis Colts. In
the above-mentioned matchup between Bears and Colts quarterbacks,
users with resources (e.g., virtual dollars) invested in the Bears
quarterback at the time a positive stat event occurs (e.g., pass
completion, touchdown, etc.) may be rewarded a bonus. In contrast,
users with resources (e.g., virtual dollars) invested in the Bears
quarterback at the time a negative stat event occurs (e.g.,
interception, etc.) may be penalized. A user of the gaming system
website may elect to register for and participate in one or more of
the gaming system arenas offered by the gaming system website.
[0040] Once individual games are complete, users of the gaming
system may navigate to the gaming system virtual store, a
three-dimensional experience where users may purchase virtual items
(e.g., virtual game trophies) and customize virtual environments
(e.g., virtual game dens and virtual player locker rooms) with the
virtual resources earned playing the gaming system games.
[0041] FIG. 1 illustrates a flow diagram for a method for
participating in a real-time, online multi-player game in
accordance with an embodiment of the present invention. With regard
to the default game play and user flow for an individual game,
which may also be referred to as an arena or a pit, a large number
of players may enter a pit. For example, because the size of a game
is not restricted by a number of available real-life players as in
current fantasy games, the number of fantasy players for a
particular pit can range from two (2) up to hundreds and beyond.
Additionally or alternatively, the number of fantasy players for a
particular pit may be capped at a particular value. The users that
enter a pit may each be awarded a predefined amount of virtual
dollars (or "points," "resources," etc.) to begin the game. As an
example, each player may begin with ten thousand (10,000) virtual
dollars. Players may then have the option to place a portion of the
virtual dollars in one or both of two competing sides in increments
of some number. For example, the investment made to either side may
be in increments of one hundred (100), among other things. In one
embodiment, the virtual currency is removed from a user virtual
wallet when investing in either side, as opposed to being taken
from the invested virtual currency. In such a scenario, if a player
has zero (0) virtual dollars, the player may be unable to make
further investments in either side.
[0042] In certain embodiments, during a game, players may have a
constant and steady amount of virtual dollars added to the player
wallets so that players that lose their virtual dollars may have an
opportunity to continue playing. For example, players may each
receive an additional 2000 virtual dollars during the course of a
game.
[0043] When a real-time stat event is detected or received, players
may be rewarded and/or deducted a certain number of virtual dollars
based on the amount of invested virtual dollars for one or both of
the affected sides. Each stat event may have a set number per
currency invested awarded to a team positively affected by the stat
event, and also a set number per currency invested deducted from
the side negatively affected by the stat event. For example, a
touchdown may be worth six (6) virtual dollars per one hundred
(100) currency invested for the side that scored, and may be worth
negative three (-3) virtual dollars per one hundred (100) currency
invested for the side that was scored against. As another example,
an interception may be worth six (6) virtual dollars per one
hundred (100) currency invested for the side that intercepted the
pass, and may be worth negative three (-3) virtual dollars per one
hundred (100) currency invested for the side that threw the
interception.
[0044] In one embodiment, the rewards may be applied to a player
wallet as opposed to adding to the funds invested to a particular
side. For example, if a player earned six hundred (600) virtual
dollars of currency from a touchdown, the player wallet may
increase by six hundred (600) virtual dollars. In other
embodiments, the reward may be invested to the side
positively-affected by the stat event resulting in the award.
Further, the reward may be split between investments and/or a
player wallet based on user preferences set by a player. The scope
of various aspects of the present invention should not be limited
by where rewards are applied, unless explicitly claimed.
[0045] With regard to penalties, the penalties may be deducted from
a player wallet first. Second, if insufficient virtual funds are
present in the player wallet, the remaining penalties may be
deducted from the investment funds related to the negatively
affected side. Finally, if both the player wallet virtual funds and
investment funds to the negatively affected side have been
depleted, the remaining penalties may be deducted from the
investment funds related to the side opposite of the negatively
affected side.
[0046] As an example, if a player has a four hundred (400) virtual
dollar penalty, the penalty may be deducted from one or more of the
player wallet, and one or both of the investments. More
specifically, if a player has two hundred (200) virtual dollars in
the player wallet, one hundred (100) virtual dollars invested in
negatively-affected side, and one hundred (100) virtual dollars
invested in the other side, the penalty may first be applied to
deduct the player wallet balance to zero (0), followed by deducting
the negatively-affected investment side to zero (0), and then by
deducting the other investment side to zero (0).
[0047] As an example, if a player has a one thousand two hundred
(1200) virtual dollar penalty, the penalty may be deducted from one
or more of the player wallet, and one or both of the investments.
More specifically, if a player has one thousand (1000) virtual
dollars in the player wallet, five hundred (500) virtual dollars
invested in negatively-affected side, and two hundred (200) virtual
dollars invested in the other side, the penalty may first be
applied to deduct the player wallet balance to zero (0), followed
by deducting the negatively-affected investment side to three
hundred (300), while leaving the other investment side at two
hundred (200).
[0048] In certain embodiments, the penalties may be deducted from a
player wallet and one or both investments in any order. For
example, the deductions may be applied based on an order specified
in user preferences set by a player. Unless so claimed, the scope
of various aspects of the present invention should not be limited
by where the penalties are deducted and/or the order in which a
player wallet and/or investments are deducted in response to
penalties.
[0049] In certain embodiments, instead of virtual dollars, the
resources used may be real money. As such, a user may be able to
"cash out" the real money won and/or the remaining real money
balance.
[0050] During a game, the value of each user portfolio is used to
determine leaderboard standings. Additionally, other ranks may be
calculated and displayed. For example, the top player, the player
above the user, the player below the user, a user's friends (e.g.,
from a user friends list), and the like may be displayed on a
leaderboard of each player's user interface. At the end of the
game, user winnings, rewards and placement on the full leaderboard
may be displayed.
[0051] FIG. 2 illustrates a flow diagram for a method for
activating advanced play during participation in a real-time,
online multi-player game in accordance with an embodiment of the
present invention. First, a player may initiate an advanced play
menu. As one example, a player may initiate an advanced play menu
by pressing, and then holding, down the buy button for either side.
However, a menu may be initiated in any number of ways (e.g.,
pressing button, drop-down menu, user preference, standing
instruction, preset command, automatically, etc.). Unless so
claimed, the scope of various aspects of the present invention
should not be limited by how an advanced play menu is
initiated.
[0052] An advanced play menu may have any number of menu items.
Although discussed with respect to the below-listed four menu
items, the present invention also may use a different number of
menu items. For example, there may be more or less than four menu
items. In one embodiment, the advanced play menu may have four
items. For example, the advanced play menu may include an advanced
`bet` #1 from a first category, an advanced `bet` #2 from a second
category, and advanced `bet #3 from a third category, and a menu to
select other bets to populate the above-mentioned three menu item
slots.
[0053] The first category may be reserved for very high risk/reward
options. For example, with regard to a pit including two NFL teams,
the options may include a touchdown, field goal, two point
conversion, and the like. As another example, with regard to a pit
including two MLB teams, the options may include a home run,
double, stolen base, and the like. Further, with regard to a pit
including two NBA teams, the options may include higher point
spreads and various long streaks, among other things.
[0054] The second category may be reserved for events that may
occur on a more frequent basis. For example, with regard to a pit
including two NFL teams, the options may include a first down, a
completed pass, and the like. As another example, with regard to a
pit including two MLB teams, the options may include a strike, a
hit, and the like. Further, with regard to a pit including two NBA
teams, the options may include lower point spreads and various
short streaks, among other things.
[0055] The third category may be reserved for a collection of
negative events that allow a participating player to bet against an
investment. For example, if a participating player is invested in
the Bears in an NFL game between the Bears and the Cowboys, the
participating player may make an advance play menu selection that
the Bears offense turns the ball over.
[0056] The fourth menu item may be menu a participating player may
use to select other bets to populate the above-mentioned three menu
item categories. The four menu items displayed may offer options in
the context of the particular real-life event in progress. As one
example, with regard to a pit including two NFL teams, a menu
option for the team on defense may not include options related the
defensive team kicking a field goal.
[0057] In certain embodiments, when a user selects an advanced play
item from the advanced play menu, the user may select a value from,
for example, 25% to 100% of the combined value of the participating
player's wallet and investment in the particular side selected. As
they move from 25% to 100%, the bonus that may be rewarded should
the participating player `win` may be displayed. Further, the
display may further indicate the amount of actual currency the
value represents, among other things.
[0058] In an embodiment, in response to selecting an advanced play
option, currency may be taken first from a player wallet. Next, if
necessary, currency may be taken from investment currency. However,
in certain embodiments, currency may not be taken from the opposing
side investment. The amount of currency selected and related to the
selected advance play option may be displayed as attached to an
icon representing the advance play item. Unless so claimed, the
scope of various aspects of the present invention should not be
limited by where the currency is deducted, the order in which a
player wallet and/or investments are deducted in response to
advanced play menu selections and/or the manner in which a selected
advanced play option is displayed.
[0059] When a stat event occurs or the period for the advanced play
item ends, a user may either be rewarded the bonus points shown to
the user wallet, or may lose the currency selected to the advanced
play choice, depending on whether the advanced play selection was
correct. If the advanced play selection is incorrect, the currency
may have already been deducted from one or more of the player
wallet and/or the investment. If the advanced play selection is
correct, the bonus points are rewarded to the wallet. Additionally,
the currency previously deducted from one or more of the player
wallet and/or investment would be placed back into one or more of
the player wallet and/or the investment.
[0060] FIG. 3 illustrates a real-time, online multi-player game
module architecture overview used in accordance with an embodiment
of the present invention. The real-time, online multi-player game
module architecture overview shows the feature overview broken into
architecture layers in a 3 tiered design, for example. Each layer
may be abstracted of the other layers to allow for growth and
redundancy. The media platforms layer illustrates releases for the
web, mobile, and TV; however, any suitable media platform may be
used. For example, media platforms may additionally include Xbox,
PS3, and the Wii. A middleware layer is illustrated that contains
various servers for supporting client and web features. Various
client modules (e.g., core game, leaderboard, lobby, etc.) are
illustrated and may be included in the gaming system client. The
gaming system client may use, for example, a Unity 3D game engine,
or any suitable game engine. Additionally, various web modules that
may appear in the gaming system client are also illustrated. The
middleware layer may abstract from the data layer, which may
include, for example, database(s) and cached memory.
[0061] FIG. 4 illustrates a real-time, online multi-player game
module architecture overview used in accordance with an embodiment
of the present invention. The real-time, online multi-player game
module architecture overview illustrates how each component may
communicate with other components. A client layer may include, for
example, iPhone, iPad, Android, web clients, and the like. In
certain embodiments, the clients may each communicate through the
same network application programming interface (API). Additionally,
the website may include a client that communicates with its own
backend web services.
[0062] The network model may be the layer on either side of the
network cloud. The network model may include the agreed upon method
of transmission, protocol, and shared data objects. In certain
embodiments, the actual transmission may be abstract allowing data
transmission using different methods. For example, to save
bandwidth, data may be broken down manually into bits before
sending. However, in other embodiments, the data may be transmitted
in XML format to improve debugging, for example. Unless so claimed,
the scope of various aspects of the present invention should not be
limited by the method of data transmission.
[0063] The arbiter or arbiter service may initially instruct a
client to connect to a particular server (e.g., a pit server, a
lobby Server, a match maker server, etc.). Once connected, one or
more of the various servers may take responsibility for the
translation and transmission of data from the point after it is
parsed by the stat parsing server to the client(s).
[0064] In certain embodiments, the data layer may include two
portions. One portion of the data layer may be permanent,
persistent data that is stored in one or more databases for every
user and system that makes up the architecture. The second portion
may be a distributed data layer that maintains the current, system
wide information in use by all middleware systems that is
eventually sent to users (e.g., cached memory). Where data is not
available in the cached memory layer upon initial request, the
request may retrieve the information from the one or more databases
for the user and add it to the cached memory.
[0065] FIG. 5 illustrates a real-time, online multi-player game
module communication overview used in accordance with an embodiment
of the present invention.
[0066] FIG. 6 illustrates a real-time, online multi-player game
system 600 used in accordance with an embodiment of the present
invention. The system 600 may, for example, be implemented in one
or more handheld communication devices (e.g., PDAs, cellular
phones, handheld computers, etc.), laptops, notebooks and/or
desktop computing systems, mainframe computing systems and/or
network thereof, and/or a combination of the above-mentioned
systems/devices. The exemplary system 600 may include user
interface(s) 610, processor(s) 620, cache memory 630 and
database(s) 640. The components of the system 600 may communicate
via wired and/or wireless connections on one or more processing
units, such as computers, storage devices, custom processors,
and/or other processing units. The system 600 is illustrated with
separate functional modules for illustrative clarity. Such modules,
in practice, need not be distinct. For example, any or all
functionality of the various modules may be implemented by a
processor executing software instructions and/or by various
hardware and/or software components. Such modules may, for example,
share various hardware and/or software components also.
[0067] In an embodiment, the user interface(s) 610 is used by
user(s) to, among other things, view and interact with the system
600. The user interface(s) 610 may be a computer that accesses the
system 100 using a web client, and/or a personal digital assistant
or cellular phone that accesses the system 100 using a smart-phone
client, among other things.
[0068] The system 200 may also, for example, comprise one or more
processors 620 that operate to perform any of a variety of
functionality of the system (e.g., by executing instructions stored
in a memory 630, 640 of the system 600). The processor module(s)
620 may comprise characteristics of any of a variety of suitable
processors (e.g., general purpose microprocessors,
microcontrollers, digital signal processors, application-specific
integrated circuits, etc.).
[0069] The memory module(s) 630, 640 may comprise characteristics
of any of a variety of suitable memory types (e.g., volatile
memory, non-volatile memory, hard drive memory, CD memory, DVD
memory, ROM, RAM, thumb drive memory, etc.). In an embodiment, one
or more of the cache(s) 630 and the database(s) 640 may be one or
more server computers running software that supports the storage,
retrieval, and manipulation of the data used throughout the system
600.
[0070] In certain embodiments, the system may communicate with
external system(s) 650 via processor(s) 620, among other
things.
[0071] FIG. 7 illustrates a flow diagram for a method for
integrating live statistical data of a real-life event into a
real-time, online multi-player game in accordance with an
embodiment of the present invention. First, events may occur at a
real-life event and be recorded. In an embodiment, a third party
650 may record the real-life events occurring as the event happens
at the real-life event. Unless so claimed, the scope of various
aspects of the present invention should not be limited by who
records the events.
[0072] Next, the processing component 620 of the gaming system 600
may acquire the event and determine whether the event is related to
any pit of the gaming system 600. If the event is related to one or
more pits of the gaming system 600, the event may be parsed into a
stat event and stored in cache(s) 630 and/or database(s) 640. In
certain embodiments, if the event is not related to one or more
pits of the gaming system 600, the event may be discarded.
[0073] Then, the processing component 620 may retrieve the stat
event and process the stat event to be added to the game state of
the applicable players. For example, a pit server module may be
used by the processing component 620 to process the stat event.
[0074] Next, the game states may then be sent to each applicable
player user interface 610. For example, the user interface may be
operating using a particular client (e.g., web client, iPhone
client, iPad client, Android client, etc.).
[0075] Once the updated game state is received by the user
interface 610, the user interface/client may redraw the game state
and display the game event on a user interface 610 display. A
player is then able to see the game event on the user interface
610/client window, the impact it has on game play, and is able to
react accordingly.
[0076] FIG. 8 illustrates an exemplary mobile game interface login
in accordance with an embodiment of the present invention.
[0077] FIG. 9 illustrates an exemplary mobile game interface
homepage in accordance with an embodiment of the present
invention.
[0078] FIG. 10 illustrates an exemplary mobile game interface
dashboard in accordance with an embodiment of the present
invention.
[0079] FIG. 11 illustrates an exemplary mobile game interface in
accordance with an embodiment of the present invention.
[0080] Examples of interactive elements (starting from the top
left, moving down, then right, then up, then across the top from
right to left), may include, for example: a buy button for the left
side; a sell button for the left side; a player avatar that may
bring up a home menu with options to quit pit, find other pits,
etc.; a player currency total value calculated as player wallet,
plus investment in side one, plus investment in side two
(unresolved advanced play items may not be included in the player
currency total value); chat tabs (selecting one of the three may
change the focus of the messages sent); chat message (may show a
slide up display of all chat for a particular channel); a chat
message entry (that may cause the phone keyboard to show with the
`send` button); a sell button for the right side; a buy button for
the right side; the right side team/side logo that may display stat
information for the right side; a leaderboard/scoreboard toggle to
change the upper element between a leaderboard and a scoreboard; a
versus/timeout bar for displaying summary game stats for both
sides; the left side team/side logo that may display stat
information for the left side; leaderboard avatars that may bring
up the three-dimensional avatar of the player in the stadium; and,
a three-dimensional player avatar that may initiate a menu similar
to the advanced play menu, among other things.
[0081] Examples of non-interactive elements (starting from the top
left, moving down, then right, then up, then across the top from
right to left), may include, for example: a left side power bar; a
Left side investment value number; a player rank on the leaderboard
(in the red circle); a number of chat messages unread for each
channel (number in the small circle in the upper left hand corner);
the player wallet; a right side investment value number; the right
side score; a right side power bar; the right side timeouts; the
left side score; and, the left side timeouts, among other
things.
[0082] Examples of effects may include, for example:
[0083] In a sliding scale from none to very fast/extreme, the
powerbar could flex like a heartbeat and pulse with a particle
effect or glow in synch with the quantity (based on the sum of
bonus amounts that have been awarded to all users) of stat event
activity for that side. For example, if there was a touchdown and
extra point, and many users were invested in the team when that
happened, the pulse and flex of the bar (from flat to curved, like
a heartbeat) would be rapid and extreme. Whereas, if there was
nothing happening for that side, the powerbar may not flex or pulse
at all.
[0084] When a value changes, the powerbar could slide in the
direction of the change, and a tight, squat triangle changes
direction to show the momentum of that movement. If the value
change is negative, the bar may be red (gradient). If the value
change is positive, the bar may be blue (gradient).
[0085] When a value changes, a particle effect may be used around
the side logo and/or around the buttons for a particular side. For
example, if the value change is negative, the particle effect may
be mostly ready. If the value change is positive, the particle
effect may be mostly blue.
[0086] In certain embodiments, stats may be displayed on the field,
via a third line that may cast shadows on the field. The line may
start where the play started, and end where the play ended. If the
play is a pass or kick, the line may be an arc that goes above the
field. If the play is a run or any other kind of play, the line may
be a flat line that lies just above the field. If the line is
considered a `good` thing (i.e., play for forward progress or a
score), the line may be blue. Alternatively, if the line is
considered a `bad` thing (i.e., play for backward progress), the
line may be red.
[0087] In certain embodiments, some stat events may have
three-dimensional text that may lie on the field at the end of the
line where the stat event occurred. Both three-dimensional text and
lines may have a minor glow effect, red for red lines and negative
events, blue for blue lines and positive events. Bonus values may
be displayed in an exciting and visually stimulating manner, so
that a user views the values moving to the final place. For
example, values may scroll from a current value to a final value,
rather than just change, giving a `spinning odometer` effect.
[0088] In certain embodiments, the display may swing in on a
three-dimensional stat effect on the field to add more excitement.
Additionally, intermissions or certain stat events, the display may
focus on animated advertisements of sponsors in three-dimensional
space of the stadium. Advertisements may also appear in other areas
of the user interface.
[0089] FIG. 12 illustrates an exemplary mobile game interface in
bar leaderboard and schedule in accordance with an embodiment of
the present invention.
[0090] FIG. 13 illustrates an exemplary web game interface homepage
in accordance with an embodiment of the present invention.
[0091] FIG. 14 illustrates an exemplary web game interface in
accordance with an embodiment of the present invention.
[0092] Thus, certain embodiments may allow large groups of fantasy
players to participate in a fantasy game during the corresponding
real-life event(s). Additionally, statistical data of a live
real-life event is integrated into a real-time, online mass
multi-player fantasy game while players of the fantasy game are
actively participating in the fantasy game.
[0093] Certain embodiments provide a method for integrating live
statistical data of a real-life event into a real-time, online mass
multi-player game. The method comprises receiving a first stat
event corresponding to a first real-life event and determining
whether the first stat event is related to at least one game. The
method comprises parsing the first stat event into a first game
event if the first stat event is related to the at least one game.
The method comprises storing the first game event, retrieving the
stored first game event, and processing the retrieved first game
event to change a game state. The method comprises communicating
the game state to a client to update the client display.
[0094] In certain embodiments, the method comprises discarding the
first stat event if the first stat event is not related to the at
least one game.
[0095] In certain embodiments, the method comprises receiving an
indication of an allocation of player resources from the
client.
[0096] In certain embodiments, the allocation of player resources
indicates that player resources were invested in at least one of a
plurality of real-life competitors.
[0097] In certain embodiments, the method comprises storing the
indication of the allocation of player resources as a second game
event. The method comprises retrieving the stored second game event
and processing the retrieved second game event to change the game
state. The method comprises communicating the game state to the
client to update the client display.
[0098] In certain embodiments, the method comprises receiving a
second stat event corresponding to a second real-life event and
determining whether the second stat event is related to the at
least one game. The method comprises parsing the second stat event
into a third game event if the second stat event is related to the
at least one game. The method comprises storing the third game
event, retrieving the stored third game event, and processing the
retrieved third game event to change the game state. The method
comprises communicating the game state to the client to update the
client display.
[0099] In certain embodiments, the game state indicates at least
one of a player resource reward and a player resource penalty based
on the processing of the second game event and the third game
event.
[0100] In certain embodiments, the at least one game comprises a
plurality of games and each of the plurality of games comprises a
plurality of real-life competitors for investment of player
resources.
[0101] In certain embodiments, at least one of the plurality of
games comprises different real-life competitors for investment of
player resources than other of the plurality of games.
[0102] In certain embodiments, the real-life event is at least one
of a sporting event, a televised game, and a reality television
show.
[0103] Various embodiments provide a non-transitory
computer-readable medium encoded with a set of instructions for
execution on a computer. The non-transitory computer-readable
medium encoded with the set of instructions comprises a receiver
routine configured to receive a first stat event corresponding to a
first real-life event. The non-transitory computer-readable medium
encoded with the set of instructions comprises a decision routine
configured to determine whether the first stat event is related to
at least one game and a stat parsing routine configured to parse
the first stat event into a first game event if the first stat
event is related to the at least one game. The non-transitory
computer-readable medium encoded with the set of instructions
comprises a memory storage routine configured to store the first
game event, a retrieval routine configured to retrieve the stored
first game event, and a processing routine configured to process
the retrieved first game event to change a game state. The
non-transitory computer-readable medium encoded with the set of
instructions comprises a communication routine configured to
communicate the game state to a client to update the client
display.
[0104] In various embodiments, the non-transitory computer-readable
medium encoded with the set of instructions comprises a discard
routine configured to discard the first stat event if the first
stat event is not related to the at least one game.
[0105] In various embodiments, the non-transitory computer-readable
medium encoded with the set of instructions comprises an allocation
receiver routine configured to receive an indication of an
allocation of player resources from the client.
[0106] In various embodiments, the allocation of player resources
indicates that player resources were invested in at least one of a
plurality of real-life competitors.
[0107] In various embodiments, the non-transitory computer-readable
medium encoded with the set of instructions comprises the memory
storage routine configured to store the indication of the
allocation of player resources as a second game event. The
non-transitory computer-readable medium encoded with the set of
instructions comprises the retrieval routine configured to retrieve
the stored second game event, the processing routine configured to
process the retrieved second game event to change the game state,
and the communication routine configured to communicate the game
state to the client to update the client display.
[0108] In various embodiments, the non-transitory computer-readable
medium encoded with the set of instructions comprises the receiver
routine configured to receive a second stat event corresponding to
a second real-life event. The non-transitory computer-readable
medium encoded with the set of instructions comprises the decision
routine configured to determine whether the second stat event is
related to the at least one game and the stat parsing routine
configured to parse the second stat event into a third game event
if the second stat event is related to the at least one game. The
non-transitory computer-readable medium encoded with the set of
instructions comprises the memory storage routine configured to
store the third game event, the retrieval routine configured to
retrieve the stored third game event, and the processing routine
configured to process the retrieved third game event to change the
game state. The non-transitory computer-readable medium encoded
with the set of instructions comprises th e communication routine
configured to communicate the game state to the client to update
the client display.
[0109] In various embodiments, the game state indicates at least
one of a player resource reward and a player resource penalty based
on the processing of the second game event and the third game
event.
[0110] In various embodiments, the at least one game comprises a
plurality of games and each of the plurality of games comprises a
plurality of real-life competitors for investment of player
resources.
[0111] In various embodiments, at least one of the plurality of
games comprises different real-life competitors for investment of
player resources than other of the plurality of games.
[0112] In various embodiments, the real-life event is at least one
of a sporting event, a televised game, and a reality television
show.
[0113] Certain embodiments provide a system for integrating live
statistical data of a real-life event into a real-time, online mass
multi-player game. The system comprises at least one user interface
device for interacting with an online game during a related
real-life event. The system comprises at least one memory device
for storing at least game events corresponding to the related
real-life event. The system comprises at least one processor device
for receiving stat events, parsing the stat events into the game
events, storing the game events in the at least one memory device,
processing the game events, and updating a display of the user
interface device based on the processed game events.
[0114] While the invention has been described with reference to
certain embodiments, it may be understood by those skilled in the
art that various changes may be made and equivalents may be
substituted without departing from the scope of the invention. In
addition, many modifications may be made to adapt a particular
situation or material to the teachings of the invention without
departing from its scope. Therefore, it is intended that the
invention not be limited to the particular embodiment disclosed,
but that the invention may include all embodiments falling within
the scope of the appended claims.
* * * * *