U.S. patent application number 13/271746 was filed with the patent office on 2012-10-25 for video games including selectable and/or geographically relevant advertising.
This patent application is currently assigned to VOODOO GAMING LLC. Invention is credited to Andrew S. Hansen, David A. Jones.
Application Number | 20120270650 13/271746 |
Document ID | / |
Family ID | 40756174 |
Filed Date | 2012-10-25 |
United States Patent
Application |
20120270650 |
Kind Code |
A1 |
Jones; David A. ; et
al. |
October 25, 2012 |
VIDEO GAMES INCLUDING SELECTABLE AND/OR GEOGRAPHICALLY RELEVANT
ADVERTISING
Abstract
A video gaming system and related network interfaces with an
online fantasy sports game. The video game play is enhanced using
selectable and/or geographically relevant in-game advertising. A
video game program product can include video game instructions,
video game character parameters, and image data configured to
provide a video game environment in the video game. The video game
program product can include instructions configured to display a
first selectable advertisement in the video game environment,
wherein when selected by a user of the video game, (i) an
advertisement web page is electronically directed to the user (ii)
advertisement information is made accessible to the video game
user, (iii) additional advertisement information is displayed to
the user, or (iv) additional advertisement information is
downloaded into the video game for viewing by the user.
Inventors: |
Jones; David A.; (Salt Lake
City, UT) ; Hansen; Andrew S.; (Bountiful,
UT) |
Assignee: |
VOODOO GAMING LLC
Bountiful
UT
|
Family ID: |
40756174 |
Appl. No.: |
13/271746 |
Filed: |
October 12, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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11956288 |
Dec 13, 2007 |
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13271746 |
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60869831 |
Dec 13, 2006 |
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Current U.S.
Class: |
463/31 ;
463/42 |
Current CPC
Class: |
A63F 13/5375 20140902;
A63F 13/795 20140902; A63F 13/12 20130101; A63F 13/65 20140902;
A63F 13/61 20140902; A63F 2300/69 20130101; A63F 13/828 20140902;
A63F 13/23 20140902 |
Class at
Publication: |
463/31 ;
463/42 |
International
Class: |
A63F 13/12 20060101
A63F013/12 |
Claims
1. A video game program product for providing an interactive video
game in conjunction with a video game machine, comprising: video
game instructions, video game character parameters, and image data
configured to provide a video game environment in the video game;
and instructions configured to display a first selectable
advertisement in the video game environment, wherein when selected
by a user of the video game, (i) an advertisement web page is
electronically directed to the user (ii) advertisement information
is made accessible to the video game user, (iii) additional
advertisement information is displayed to the user, or (iv)
additional advertisement information is downloaded into the video
game for viewing by the user.
2. A video game program product according to claim 1, further
comprising instructions configured to enable the video game machine
to download a second selectable advertisement from a server over a
network including the Internet and display the second selectable
advertisement in the video game instead of the first selectable
advertisement.
3. A video game program product according to claim 1, wherein once
the first selectable advertisement is selected by the user of the
video game, an email is sent to an email account associated with
the user, the email including additional advertisement information
about the selected advertisement.
4. A video game program product according to claim 1, wherein the
selectable advertisement is selected and downloaded by the video
game machine based on a real-life geographic location of the user
playing the video game.
5. A video game program product according to claim 1, wherein the
selectable advertisement is selected and downloaded by the video
game machine based on a real-life geographic location of the video
game machine.
6. A video game program product according to claim 1, wherein the
selectable advertisement is selectively downloaded and displayed
based on a navigation of a virtual character within a virtual
environment by the user playing the video game.
7. A video game program product according to claim 1, wherein the
video game is a sports video game including sports video game
instructions, sports video game character parameters, and sports
image data configured to provide a sports video game environment in
the video game.
8. A video game program product according to claim 1, wherein the
first selectable advertisement is selected and placed in the video
game based at least in part on the actions of the user within the
video game.
9. A video game program product according to claim 1, wherein the
user is given an incentive to display the first selectable
advertisement in the video game.
10. A video game program product according to claim 1, wherein the
first selectable advertisement includes a promotional award to be
used by the user.
11. A video game program product according to claim 10, wherein the
promotional award is redeemed by the user in real-life.
12. A video game program product according to claim 10 includes a
virtual promotional award from an online fantasy league.
13. A method of providing geographically relevant advertising media
in a video game, the video game including video game instructions,
video game character parameters, and image data configured to
provide a video game environment in the video game, the method
comprising: identifying a geographic location of a video game user
or a video game machine upon which the video game is played;
selecting an advertisement to be displayed in the video game based
at least in part on the geographic location identified of the video
game user or video game machine; and transmitting the advertisement
selected to the video game machine over the Internet.
14. A method according to claim 13, wherein the advertising media
is transmitted to the video game machine over the Internet to
replace previously displayed advertising media.
15. A method according to claim 14, wherein the advertising media
and the previously displayed advertising media are selectable by
the user in the video game.
16. A method according to claim 15, wherein, once the advertising
media is selected, additional advertising information is made
available to the user.
17. A method according to claim 16, wherein the additional
advertising information is emailed to an email account associated
with the user.
18. A method according to claim 16, wherein a website with
additional advertising information is made available, or displayed,
to the user when the advertising media is selected.
19. A method according to claim 13, wherein the advertising media
includes a virtual object displayed in the video game.
20. A method according to claim 13, wherein a virtual navigatable
environment is hosted in connection with the video game; the user
is enabled to navigate the virtual navigatable environment using a
virtual avatar associated with the user; and the advertising media
transmitted is displayed in the virtual navigatable environment
based on the geographic location of the user or the video game
machine.
Description
RELATED APPLICATIONS
[0001] This application is a division of U.S. patent application
Ser. No. 11/956,288 filed Dec. 13, 2007, which claims the benefit
of and priority to U.S. Provisional Patent Application Ser. No.
60/869,831, the contents of both applications are hereby
incorporated by reference herein.
BACKGROUND
[0002] 1. Field of the Invention
[0003] The present invention relates to video gaming systems and
related networks, video gaming software, and online fantasy
sports.
[0004] 2. Related Technology
[0005] Fantasy sports leagues have become of increased popularity
and are associated with virtually every sport played, not only in
the United States, but also internationally. A fantasy sport (also
known as rotisserie, roto, or fairy-tale sport; or owner
simulation) is a game where fantasy owners build a fantasy team
that competes against other fantasy teams managed by real-life
fantasy team owners based on the statistics generated by individual
real-life athletes, such as professional or collegiate athletes, or
real-life teams of a real-life professional sport. Probably the
most common variant converts statistical performance of real-life
athletes into points that are compiled and totaled according to
fantasy settings. Typically a fantasy team owner manages a fantasy
roster listing real-life sport athletes selected, which are
selected by the fantasy team owner in a fantasy draft. These point
systems are typically simple enough to be manually calculated by a
"league commissioner", but more commonly use computer accounting of
real-life athlete statistics that occur in actual real-life
professional or collegiate sports. In fantasy sports there is
typically the ability for each fantasy team owner to trade, cut,
and resign players, like a real-life sports team owner. In such
fantasy leagues the fantasy owner is typically not an athlete or
actual team manager, but rather, creates a fantasy team of
real-life athletes and competes against the athlete selections of
other fantasy team owners in the same fantasy league.
[0006] It is estimated by the Fantasy Sports Trade Association
(FSTA) that 16 million adults in the U.S., age 18 to 55, play
fantasy sports. Fantasy sports is also popular throughout the world
with leagues for professional, regional, and collegiate football,
basketball, baseball, hockey, golf, soccer, auto racing, wrestling,
cricket, and other sports. Both professional and collegiate level
sports have fantasy leagues associated thereto. Several examples of
various fantasy formats are illustrated in Appendix A of U.S.
Provisional Patent Application Ser. No. 60/869,831. As illustrated
in the examples of Appendix A of the '831 provisional application,
the rules of play may be customized, in some instances, by members
of a league, such as a league manager.
[0007] An example of a football format is also illustrated by the
following FSTA example:
[0008] How to Play Fantasy Football [0009] When they devised the
term "armchair quarterback" they certainly had the game of fantasy
football in mind. [0010] As the general manager, the fantasy
football league owner assembles his team of stars and scrubs,
making sure he has the right mix of passing, rushing and kicking.
In some leagues, the fantasy general manager even has to assemble a
defense. Then as the team's coach, the fantasy league owner has to
pick the right starting lineup for that week's games, making sure
that his best players aren't sitting on the bench. For anyone
interested in starting a league, all you need are a few basic rules
to get going. The beauty of fantasy football is that there really
isn't any set guideline you MUST follow. It's your fantasy league,
so fantasize any way you want. The main thing is to enjoy NFL games
and enjoy them the best way you know how. And that way is through a
fantasy football league.
[0011] Okay, now let's take it step by step and get you
started.
[0012] Step 1 [0013] Assemble a league of football owners who are
willing to wheel and deal throughout the course of the NFL season.
There is no set number, mind you, but 12 teams is great and 16
teams is better. You can certainly form leagues that are bigger and
smaller than that, but make sure that you have an even-number of
teams because each week you go head-to-head with another team.
[0014] Step 2 [0015] Elect a commissioner. The commissioner should
be somebody who every team owner respects--you know, someone you'd
let date your sister. The commissioner, who most likely also owns a
team in the league, is responsible for the league constitution,
bylaws and all final decisions.
[0016] Step 3 [0017] Setting the rules for your league is very
important. There are many variations to the game and scoring
systems for fantasy football are as different as the NFL and the
CFL. Make sure all rules are set in stone before the draft is held.
Some leagues give six points to any player who scores a touchdown,
whether it be from rushing, passing or receiving. In that scenario,
the quarterback and the wide receiver each get six points for a
touchdown pass, making it ideal to have both Brett Favre and
Antonio Freeman on your fantasy team. Other leagues give six points
for a rushing touchdown and just three to the QB and three to the
wide receiver on a touchdown pass. Some leagues also give bonus
points for individual statistics, like three points for 100-yards
rushing, 100-yards receiving or 300-yards passing. Bonus points can
also be given for the length of a run, pass, catch or kick. The
size of rosters also varies from league to league. Most leagues
have rosters of 15 to 17 players: Three quarterbacks, four to five
running backs, four to five wide receivers, two tight ends and two
kickers. Most leagues start just seven players each week: One QB,
two running backs, two wide receivers, one tight end and one
kicker. The accumulative points of one team's starters are matched
up against the points of another team and the end result is either
a victory or a loss. There are no weighted statistics in fantasy
football, just head-to-head records. Some leagues also use defense
in their scoring system, drafting either one defensive player and
starting him each week or drafting an entire defensive team and
getting scoring from that team for any defensive touchdown or
safety. Head coaches or teams can also be figured in the mix of
things, with teams drafting one head coach and getting anywhere
from one to three points for each victory that coach attains during
the year.
[0018] Step 4 [0019] Have a draft. Players are usually acquired by
using a draft, similar to what the NFL does. In the draft, team
owners select any player they want and draft for 15-17 rounds to
fill out their rosters. However, unlike the NFL, the draft is held
in reverse order for the even-number rounds to make the league more
balanced. For instance, in a 10-team league the draft order would
be 1 through 10, with the 10th team having the first pick of the
second round and going back up in reverse order. In that scenario,
the first team to pick wouldn't select again until the 20th pick,
but would then start the third round with the 21st selection. Some
leagues also like to draft their players the same way they do in
Rotisserie Baseball. With that in mind, players are acquired by
using a bidding system where players are acquired for a dollar
amount. Each team would have an imaginary $260 budget (or other
fake cash figure) and players would be acquired by using that
salary cap. In that scenario, Terrell Davis could go for $80.
[0020] Step 5 [0021] Set the schedule. League schedules are set up
so that every team plays every other team at least once, and
divisions are set up according to the league size. In leagues of 10
teams, only two divisions are needed and the top two teams in each
division qualify for the playoffs. In leagues of 12 or more, three
or four divisions are needed. Either way, the playoffs usually
consist of the top four teams, with those teams meeting during Week
16 of the regular season. The Super Bowl is then held on the final
week of the regular season--Week 17 this year--so that all of the
NFL players are eligible for the fantasy football teams. Check out
our schedule page in this issue for more help.
[0022] Step 6 [0023] Compile scores. Fantasy football is the one
fantasy game in which you can actually count up your own scores;
you wouldn't dare try that in baseball or basketball (or shouldn't,
anyway). There are also several free services on the Internet that
will run your league in exchange for the traffic your league will
provide. Also, there are a number of software products that will
help you run your league.
[0024] Step 7 [0025] Transactions. Teams can continue to trade
throughout the season and teams can also pick up free agents
anytime during the year. Leagues will need to form some type of
setup so that the teams with the worst record get first shot at the
free agents. Otherwise it's a first-come, first-serve basis. Some
leagues have unlimited transactions, while others assign points for
transactions, and you bid on free agents. The high bid gets the
player, but you have to be careful not to use up your points too
early in the season.
[0026] Step 8 [0027] Have fun. That's what it's all about. The FSTA
also provides the following example of a baseball fantasy
league:
[0028] How to Play Fantasy Baseball [0029] Every day, more and more
sports fans are becoming familiar with the rules and regulations of
fantasy baseball. For anyone interested in starting a league, it's
as easy as one-two-three. All you have to do is follow a few
flexible rules and take it from there. The beauty of fantasy
baseball is that there really isn't any set guideline you MUST
follow. It's your fantasy league, so fantasize any way you want.
The main thing is to enjoy baseball and enjoy fantasy baseball.
That's it. OK, let's take it step by step and get you started.
[0030] Step 1 [0031] Assemble a handful of baseball fanatics who
are willing to wheel and deal throughout the course of the baseball
season. There is no set number, mind you, but 10 teams is great and
12 teams is perfect. Anything less than eight makes it a league
filled with all-stars, while anything more than 12 is pushing the
impossible. Make sure you find guys who are just as nuts about
baseball as you are, and it will help immensely if a couple of the
players have been in a fantasy league before.
[0032] Step 2 [0033] Elect a commissioner. He or she will be
responsible for compiling weekly statistics of every team, and can
be called the High Exalted Commissioner for Life or something of
that ilk. The commissioner should be somebody that every team owner
respects because he/she will be responsible for the league
constitution, bylaws and all final decisions. One of the
commissioner's responsibilities is writing the league newsletter,
which goes out every week or two with complete standings and
statistics, or typing into the computer if it's an on-line
league.
[0034] Step 3 [0035] One of your first big decisions will be to
decide whether to mix players from the American and National
leagues or to compete with players from just one league. If you mix
leagues, the number of teams can be greater than 10 or 12. Using
just one league has the advantage of making every owner use stars,
backups and scrubs. Mixing the leagues, of course, provides enough
superstars for every team.
[0036] Step 4 [0037] Each team is composed of 23 players taken from
the active rosters of the NL and/or AL teams. Each team's roster
usually consists of two catchers, one first baseman, one second
baseman, one shortstop, one third baseman, one middle infielder
(second baseman or shortstop), one corner infielder (first baseman
or third baseman), one designated hitter (for AL leagues, or call
him a utility player for NL leagues), five outfielders and nine
pitchers. The pitching breakdown is usually five starters and four
relievers, although that isn't written in stone.
[0038] Step 5 [0039] Players are acquired in one of two ways--and
here's one of the slight differences between Rotisserie baseball
and fantasy baseball. Generally, fantasy baseball uses a draft to
select teams, much like the NFL does. Each team is responsible for
filling its 23 roster positions, but the owners can pick any player
at any position whenever their turn in the draft comes up. Some
leagues hold drafts in January and February and draft as many as 40
players per team, and then cut down to 23 by Opening Day. Other
leagues pick after Opening Day and fill their 23-man roster through
the draft, using only players that made major-league rosters. To
pick the draft order for an inaugural season, cut cards, draw
straws or do something equally scientific. Rotisserie baseball is
different in that teams are formed using an open auction to select
players. Each team is assigned $260 to allocate for player
salaries. Unlike the first method of drafting, the order of
auctioning players doesn't matter. The minimum first bid is $1.
Bidding then proceeds around the room at minimum increments of $1
until the player is purchased by one team owner. The process is
repeated until every team has a full complement of 23 position
players. With this method, each team has to stay within its
budget.
[0040] Step 6 [0041] Team rankings are tabulated using four or more
offensive categories and four pitching categories. The offensive
statistics most often used are composite team batting average,
total home runs, total runs batted in and total stolen bases, with
runs scored the fifth-most popular choice. The pitching categories
are usually composite team earned-run average, total wins, total
saves and composite team WHIP Ratio (walks plus hits divided by
number of innings pitched), and strikeouts are also often used.
[0042] Step 7 [0043] Know your rules. For instance, if you're in a
10-team league, the team that finished first in a category earns 10
points, the second-place team gets nine points, third place eight
points and so forth down to the last-place team getting one point.
So the team with the most home runs by its 14 offensive players
receives 10 points, while the team with the least number of home
runs gets just one point. This system works for all categories,
each of which have equal value, so the most points a team in a
10-team league with eight categories could receive if it won every
category is 80 points.
[0044] Step 8 [0045] The biggest headache for the commissioner used
to be compiling team statistics. That was before the Internet, that
is, and the development of stats services. Very few leagues
currently compile their own stats. Your best bet is to search
on-line or check out the ads in this magazine. You'll find that
because of competition, the price can be very reasonable, or even
free.
[0046] Step 9 [0047] Transaction deadlines must be set. It used to
be that leagues would use USA Today for their stats, so the week
would run from the time USA Today ran its stats for each league on
Tuesday and Wednesday. Now, most stat services run on a Monday
through Sunday week, and many on-line services are flexible enough
to allow you to determine when your weekly transactions must be
made. Most often, it's Monday afternoon.
[0048] Step 10 [0049] A player is eligible to be drafted at any
position at which he appeared in 20 games or more during the
preceding year. Because of this rule, Fantasy Sports Magazine
includes games played at each position for every player who is
analyzed in this issue.
[0050] Step 11 [0051] If one of your players is put on the disabled
list, sent to the minors or released, he may be replaced by a
player who is unprotected by any other team. If Carlos Lee gets
hurt or somehow gets sent back to the minors midway through the
season and is replaced by Jeff Abbott, you could put Lee on your
protected list and pick up Abbott as a free agent. But when Lee
returns from the minors or the DL, you have to cut one of them for
good.
[0052] Step 12 [0053] Each league has to make decisions on how they
want to play and for what price. We do not recommend you play for
money; think of the $260 figure as a form of Monopoly money. But a
league traveling trophy is a good idea, so that at least you have
something concrete to play for.
[0054] Step 13 [0055] Don't get too complicated with your rules.
For starters, we recommend that you don't include any more
statistics than the eight proposed, although runs and strikeouts
are also used in many leagues across the country. Those eight
categories will give you a clear indication of the better team.
[0056] Another bit of advice--if you want to play fantasy sports in
the future, plan on being on the Internet. That's where the game is
headed, although many services provided stats that can be faxed or
mailed, and those leagues can be just as fun. Finally, keep it
simple and have fun. That's the entire groundwork you'll need to
start a fantasy baseball league. We hope this will help you get a
league started. Soon you'll find out what more than 4 million
fantasy baseball fanatics have been enjoying for the last
decade.
[0057] Other sports and fantasy formats including various fantasy
settings, such as those set forth above, are described herein,
disclosed in the Background section of U.S. Provisional Patent
Application 60/869,831, and/or are known to one of ordinary skill
in the art.
SUMMARY
[0058] Several embodiments disclosed herein relate to a video
gaming system and related network that interfaces with an online
fantasy sports game. The video game play is enhanced using various
features of a fantasy sports game. Similarly, the fantasy sports
game can be enhanced using various features of the video game play.
Further, in another embodiment, the video gaming system and related
network allows real-life attributes (e.g., real-life environmental
attributes and/or real-life player attributes) to be incorporated
into video game play. In yet another embodiment disclosed herein,
the video gaming system and/or fantasy sports game are associated
with a virtual world. Still other embodiments can include
combinations of the above aspects with an open video game whereby
player feedback is used to directly modify the video game played by
the user giving the feedback and can be used to modify the video
game played by other players via a connection to a network
including the internet.
[0059] One embodiment of the invention is related to a video game
program product in the form of instructions on a storage medium.
The video game program product includes sports video game
instructions, video game character parameters, and video game image
data configured to provide a sports video game in conjunction with
a video gaming machine. The video game program product includes
instructions configured to enable the video gaming machine to
download a fantasy setting of an online fantasy sports league. The
video game program product includes instructions configured to
modify a sports video game parameter and/or image data of the
sports video game using the fantasy setting. In one embodiment, the
fantasy setting includes a fantasy team roster and the downloaded
fantasy team roster is used to modify a roster of a video game
team.
[0060] In one embodiment, the fantasy team roster can include a
list of active status fantasy team members and a list of non-active
status fantasy team members. Similarly, the video game team can
include a list of active video game characters and non-active video
game characters. The video game program product includes
instructions configured to synchronize the status of a particular
video game character with a particular fantasy team member where
both are associated with the same real-life athlete.
[0061] In another embodiment, the video game program product
includes instructions configured to enable the video gaming machine
to download a video game parameter that is associated with a
real-life attribute (e.g., a player performance parameter) and
instructions configured to modify at least one sports video game
parameter and/or image data of the sports video game using the
downloaded video game parameter. A particular video game character
can be associated with a particular real-life athlete by modifying
a video game performance parameter of the video game character
using the real-life performance attribute of the particular
real-life athlete.
[0062] In one embodiment, the performance parameter can be a
predictive performance parameter where the prediction is associated
with a real-life prediction of a players' performance and/or team's
performance in an upcoming sporting event. The real-life prediction
can be based on fantasy league data (i.e., fantasy league player
selections), poll data, and/or the opinion of one or more experts,
so long as the data is generated close in time to the real-life
sporting event (e.g., within a week or within days of the sporting
event).
[0063] Examples of suitable video game performance parameters that
can be modified include, but are not limited to, catching,
throwing, kicking, hitting, driving, sliding, running, tackling,
missing, jumping, passing, stopping, turning, or rate of wearing
out a device action of the particular video game character.
[0064] Yet another embodiment of the invention includes a method
and/or system for updating a sports video game with fantasy
settings, player performance parameters, and/or video game image
data. The method includes hosting an online fantasy sports league
and transmitting a fantasy team roster to a video game machine via
a network. The fantasy team roster includes a list of real-world
athletes associated with video game characters of the sports video
game to be played on the video game machine.
[0065] One aspect of the present invention is that the gaming
system can receive frequently changing fantasy settings, video game
parameters, and/or image data. Because this data is associated with
real-life attributes, the data can be changing on a monthly,
weekly, daily, or even by the minute basis. For example, where the
fantasy setting includes a team roster, the team roster can be a
dynamic team roster that changes periodically during a fantasy
sports league season. In the case where the fantasy league is
Fantasy Football, the fantasy roster typically changes on a weekly
basis.
[0066] In one embodiment, the downloaded fantasy setting or video
game parameter can be modified a plurality of times during a sports
season, more preferably at least on a monthly basis, more
preferably on a weekly basis. Most preferably the downloaded
fantasy setting or video game parameter can be updated at least as
frequently as the online fantasy league is updated and/or at least
as frequently as the occurrence of the real-life competitions
associated with the real-life athletes.
[0067] Interfacing the video gaming system and related network with
the online fantasy sports game according to the various embodiments
of the invention brings a unique element of play to video gaming.
For example, the video game user can become a manager of the video
game team and makes decisions about what team members should or
should not be played over the course of a sports season. The video
game competition can be more meaningful than traditional sports
video games because the video game user has a significant input as
to how the video game characters are programmed to play. Moreover,
the video game team and/or the performance of the individual video
game characters can be changing on a frequent basis (often as
frequently as the real-life athletes compete). Interfacing the
sports video game with the fantasy sports league brings an element
of play to the video game that would likely be impossible to
accomplish using traditional techniques for designing sports video
games.
[0068] An embodiment of the invention includes a method for
updating a sports video game with video game parameters relating to
a real-life environmental attribute. The method includes,
identifying a real-life environmental attribute associated with a
real-life sports event and converting the real-life environmental
attribute to a video game environmental parameter. The video game
environmental parameter is transmitted to a video game machine via
a network such that the video game environmental parameter is
incorporated into the sports video game. The video game
environmental parameter can be used as is or used to modify other
video gamer parameters (e.g., player performance parameter) or used
to modify video game image data.
[0069] Examples of real-life environmental attributes that can be
converted to a video game environmental parameters include, but are
not limited to, conditions at a real-life sporting event where it
is sunny, cloudy, shady, raining, snowing, sleeting, thundering,
lightening, hot, cold, slippery, wet, dry, humid, hard ground, soft
ground, and/or windy (including wind speed and wind direction).
[0070] In yet another embodiment, the invention includes hosting a
virtual world in which users create personal motional avatars and
navigate a virtual world. The personal motional avatars are capable
of walking, running, and/or flying to navigate the virtual world
and are able to interact with other personal motional avatars. The
hosted virtual world allows users to participate in one or more
activities related to owning and operating an online fantasy team.
For example, the fantasy team owners can participate in a fantasy
league draft, trade fantasy team members, modify a team roster,
and/or select the active or non-active status of team members from
within the virtual world.
[0071] These and other advantages and features of the present
invention will become more fully apparent from the following
description and appended claims as set forth below.
BRIEF DESCRIPTION OF THE DRAWINGS
[0072] To further clarify the above and other advantages and
features of the present invention, a more particular description of
the invention will be rendered by reference to specific embodiments
thereof which are illustrated in the appended drawings. It is
appreciated that these drawings depict only typical embodiments of
the invention and are therefore not to be considered limiting of
its scope. The invention will be described and explained with
additional specificity and detail through the use of the
accompanying drawings in which:
[0073] FIG. 1 illustrates a fantasy team page;
[0074] FIG. 2 illustrates a current matchup page;
[0075] FIG. 3 illustrates a system for providing a sports video
game that incorporates real-life attributes, fantasy league
settings, virtual identity/virtual world aspects, advertisement
and/or open video game aspects;
[0076] FIG. 4 illustrates a system for providing a sports video
game that incorporates real-life attributes, fantasy league
settings, virtual identity/virtual world aspects, advertisement
and/or open video game aspects;
[0077] FIG. 5 is a block diagram of an example of a video game
machine;
[0078] FIG. 6 illustrates an example of an interactive menu;
[0079] FIGS. 7A-7E are block diagrams of a video game medium;
[0080] FIG. 8 illustrates a method for providing a sports video
game that includes real-life attributes and fantasy settings and
attributes;
[0081] FIG. 9 illustrates a method for providing information
describing fantasy settings and/or real-life attributes for
affecting a parameter of a sports video game is illustrated;
[0082] FIG. 10 illustrates a method for a video game machine, such
as a game console, to provide a video game with parameters of the
video game affected by real-life attributes and events as well as
fantasy settings;
[0083] FIG. 11 illustrates a method for updating a sports video
game with video game parameters representing real-life
attributes;
[0084] FIG. 12 illustrates a method for updating a sports video
game with one or more fantasy settings;
[0085] FIG. 13 illustrates a method for updating parameters of a
sports video game with one or more predictive real-life athlete
attributes;
[0086] FIG. 14 illustrates a method for modifying a video game;
[0087] FIG. 15 illustrates a method for modifying a video game;
and
[0088] FIG. 16 illustrates a method for providing a virtual world
in conjunction with an online fantasy sports league and/or a video
game.
DESCRIPTION OF SEVERAL EMBODIMENTS
[0089] Embodiments disclosed herein relate to a video gaming system
and related network that interfaces with an online fantasy sports
game. The video game play is enhanced using various features of a
fantasy sports game. Similarly, the fantasy sports game can be
enhanced using various features of the video game play. Further, in
another embodiment, the video gaming system and related network
allows real-life attributes (e.g., real-life environmental
attributes and/or real-life player attributes) to be incorporated
into video game play. In yet another embodiment disclosed herein,
the video gaming system and/or fantasy sports game are associated
with a virtual world. Still other embodiments can include
combinations of the above aspects with an open video game whereby
player feedback is used to directly modify the video game played by
the user giving the feedback and can be used to modify the video
game played by other players via a connection to a network
including the internet.
[0090] For purposes of this invention, a "fantasy team owner" is a
real-life person that directs a "fantasy sport" or a "fantasy
league" team (i.e., the real-life person playing the fantasy
sport). Moreover, for purposes of this invention, the "fantasy team
owner" is not the real-life athlete engaging in the real-life
sporting events associated with the fantasy game.
I. Integration of Real-Life Attributes in a Video Game
[0091] Sports video games, such as video games simulating football,
hockey, basketball, soccer, cricket, golf, as well as other sports
discussed above, include various game parameters, such as video
game team rosters, video game environment, and video game
individual character parameters. Video game roster parameters can
include active and inactive players on a video game team.
Additional video game parameters are disclosed in Appendix B of
U.S. Provisional Patent Application Ser. No. 60/869,831.
[0092] Video game character performance parameters relate to how a
video game character performs in the video game. According to the
teachings disclosed herein, the video game character performance
parameters may be associated with real-life athlete attributes,
such as being associated with rushing yards, passing yards,
touchdowns, goals, points, assists, save percentage, field goal
percentage, batting percentage, speed, strength, agility,
likelihood of dropping a ball or creating a turnover, likelihood of
creating an error, accuracy, temperament, and/or ability in many
other respects. Also, the real-life athlete attributes incorporated
as video game character parameters can include specific athletic
moves where, as a real-life athlete develops different moves (or
actions), the video game can be updated with simulations of the new
moves. Success rates of the real-life moves can also be
incorporated into the video game. Moreover, as the success rates of
real-life athlete moves vary, for example a spin move is not as
successful as it used to be, such real-life attributes success
rates may be incorporated into the video game. Thus, the character
in the video game can evolve over time as the associated real-life
athlete evolves in real-life. Any real-life athlete attribute,
which may be represented as a performance statistic, can be
manually, automatically or semi-automatically included in a video
game as a video game character performance parameter according to
the teachings disclosed herein.
[0093] Real-life attributes may also include how a real life team
is developing, including changes in team colors, jerseys, fields,
performance, and fans. For example, where a real-life team or
athlete is on a hot streak, or particularly emotional, such
parameters may be incorporated into the video game. Where the
real-life team tends to perform to the crowd, or have a particular
rivalry, such real life team attributes may be incorporated into
the video game, in some embodiments by relative real-time updating,
or periodic or selectable updating, as such real-life attributes
are developed.
[0094] The age and appearance of players and other real-life
physical attributes may also be updated in the video game. For
example, bruises, lost teeth, braces, casts, haircuts, etc. can be
incorporated into the video game as such changes occur in
real-life. For example, video game parameters associated with an
appearance of a video game character representing a real-life
athlete can be modified (or updated) as the appearance attributes
of the real-life athlete changes in real-life.
[0095] Moreover, other real-life fan attributes may be incorporated
into the video game. For example, where a real-life team's fans
include a team associated group of fans, such as the Cleveland Dog
Pound or the Raider Nation, such real-life fan attributes may be
incorporated into the video game as video game parameters. As such
fan attributes change in real-life, such changes in fan attributes
may be incorporated into the video game in real-time or as the
video game receives periodic, or initiated, updates of video game
fan parameters. The fans can do animated actions simulating
real-life fan actions, such as a fan wave, throwing items on the
field, heckling a video game character, tearing down a goal post in
a particularly good comeback or important victory, or otherwise
simulate any action of real-life fans.
[0096] Real-life reactions of fans can also be incorporated into
the sports video game. For example, where a team is a visiting team
the fans in the video game can be configured to react as those
visiting team fans which they represent. Moreover, where the team
is a home team, the fans in the video game can be configured to
react as the home team fans which they represent and can be
modified over time as the fans themselves change in real-life.
Visiting fan sections can also be more accurately represented in
the video game via the updating of video game parameters.
[0097] Real life mascot attributes can be incorporated into the
sports video game. For example, a team may have a team associated
mascot and a virtual mascot representing the real-life attributes
of the real-life mascot can be incorporated into the sports video
game as video game mascot parameters. Moreover, as the real-life
mascot develops new tricks or reactions to fans the video game
mascot parameters can be updated such new real-life mascot
attributes such that the video game mascot more closely resembles
the real-life mascot.
[0098] Coaching parameters may be modified as coaching attributes
change in real-life. For example, where a real-life coach changes
reactions, plays, lineups, clothes, comments, instructions, and
attitude, such real-life coach attributes can be incorporated into
a sports video game. For example, where a coach begins to wear
certain attire the associated video game coach character is updated
via a connection to a network including the internet such that the
video game coach character begins wearing virtual attire
representing the attire of the coach in real-life.
[0099] Commentary parameters can be changed in the video game to
represent real-life commentary attributes. For example, real-life
commentary clips, whether video, audio, text, or other, may be
incorporated into the sports video game such that the sports video
game includes parameters related to real-life commentary. Moreover,
such real-life commentary can be selectable such that the video
game may include commentary by a particular commentator, such as
Bob Costas or Steve Madden. Real-life clips or animated characters
representing commentators can be incorporated into the video game
and associated video game commentator characters updated as
real-life commentators change.
[0100] Environmental parameters may be modified in the video game
to represent real-life environmental attributes. For example, where
a new camera angle is used, where half time shows are presented,
cheerleader outfits and dances, animations shown on real-life
television shows, and other real-life visual attributes may be
incorporated into the environmental parameters of the sports video
game. Other real-life environmental attributes, such as real-life
weather, stadium, field conditions, course, and other environmental
attributes can also be incorporated as video game environmental
parameters such that virtual/simulated weather, stadiums, golf
courses, and field conditions more accurately represent the
real-world conditions which they represent. For example, if it is
snowing at Lambeau field in real-life simulated snow conditions can
be incorporated into Lambeau field in the sports video game.
Examples of weather attributes include whether it is sunny, cloudy,
shady, raining, snowing, sleeting, thundering, lightening, hot,
cold, more exact temperature attributes, slippery, wet, humidity,
and/or dry in real-life.
[0101] Such environmental attributes and changes in video game
environmental parameters can also affect video game character
performance parameters. For example, where it is wet, cold, windy,
or snowing in real-life and such environmental attributes are
incorporated into the video game parameters, such visual conditions
can effect video game character parameters by causing a higher (or
lower) likelihood of fumbles, slips, inaccuracy, or missed shots,
for example. Any performance effect that would occur in real-life
as a result of the environmental conditions can be incorporated
into the video game parameters and affect the video game character
performance. Other video game character performance parameters that
can be affected by environmental parameters include speed, agility,
stopping, catching, throwing, kicking, hitting, driving, sliding,
running, tacking, missing, jumping, passing, stopping, turning,
wearing out equipment, and/or mechanical performance of a device,
such as a car, in the video game. Moreover, where a particular
real-life athlete is particularly affected by environmental
conditions, video game parameters can be modified such that a video
game character associated with the real-life athlete is affected in
a similar manner by the environmental conditions as the associated
real-life athlete. As used herein, a video game character
associated with a real life athlete is a video game character
intended to represent that real-life athlete in the video game.
[0102] The sports video game (or a fantasy league) can include a
computer generated post game highlights and tournament summary
creation software that automatically (or can be a video editor for
use by a user) to create a video clip summary of a video game or
fantasy competition. For example, the highlight software can select
key actions or match ups from the video game competition,
tournament, or fantasy competition and introduce commentary to
create an edited video. There can also be an ongoing commentary
video regarding fantasy league play where at the end of the season
a video can be viewed that summarizes that season or multiple
seasons. For example, where a particular team owner continues to
win multiple seasons a "dynasty" video can be created and such
video sent to friends or shown in the virtual world as discussed
below.
[0103] Any other parameter of the video game may incorporate any
aspect of real-life sport attributes. Various embodiments of the
invention disclosed herein relate to affecting these, as well as
many other, sports video game parameters based at least in part on
at least one real-life attribute and/or at least one fantasy
setting as described in further detail hereinafter.
[0104] While in a preferred embodiment the video game parameter
associated with the real-life attribute is typically used in
conjunction a fantasy setting, as discussed below, the present
invention also extends to embodiments where a real-life attribute
is converted to a video game parameter and downloaded to a video
game system, also described below, without being associated with a
fantasy sport. For example, in one embodiment, a real-life
environmental attribute can be converted to a video game
environmental parameter and used to modify video game play without
any association to an online fantasy game.
II. Integration of Fantasy League Settings in a Video Game
[0105] According to the teachings disclosed herein, a video game
can incorporate a fantasy setting from an online fantasy league.
For example, the video game can incorporate a player's fantasy
roster setting such that the video game user can play a sports
video game using a fantasy roster of players.
[0106] In one embodiment, the fantasy team roster can include a
list of active status fantasy team members and a list of non-active
status fantasy team members. Similarly, the video game team can
include a list of active video game characters and non-active video
game characters. The video game includes instructions configured to
synchronize the status of a particular video game character with a
particular fantasy team member where both are associated with the
same real-life athlete.
[0107] Moreover, fantasy settings can be incorporated into a video
game to take into account real-life attributes related to the
fantasy game, such as attributes related to a relative difficulty
of an upcoming match-up. For example, if an opposing team which a
real-life sports athlete is playing is particularly difficult, then
the difficulty can be incorporated as a video game parameter of the
video game. For example, if a real-life football athlete is a wide
receiver and a team which that athlete is playing in real-life has
a particularly strong passing defense, relative match-up strengths
and weakness of this real-life athlete can be taken into
consideration and a parameter of the video game can be affected
based on this comparison. Thus, match-ups of each real-life athlete
in each fantasy team of the fantasy league can affect a parameter
of the video game played. The match-ups can take into account a
particular player's abilities to do well against the opposing team,
and/or take into account a particular player of the opposing team
(such as a particular cornerback, tackle, secondary, offense,
goalie, pitcher, batter, and/or defense) and may affect a parameter
of the video game, such as the player's speed, agility, likelihood
of dropping a ball, being intercepted, crashing, or missing a shot,
etc based on a comparison of the real-life upcoming match up.
[0108] For example, Chad Johnson (currently a wide receiver for the
Cincinnati Bengals) may have had particular difficulty (or lack of
difficulty) against a team (such as the Baltimore Ravens) or a
player (such as Dante Hall). Such predictive or historical
strengths and weaknesses can be taken into consideration and affect
a parameter of the video game play. For example, if Chad Johnson
typically had a catch ability in a video game of 8/10, the catch
ability can be increased (or decreased) based on the upcoming,
historical, or recent match up. For example if Chad were playing
Donte Hall this Sunday and Chad has historically had a difficulty
in this match up, or more attention is expected to be place on Chad
by the upcoming secondary, Chad's catch ability can be reduced to
6/10 based on such prediction of future performance or historical
performance. Similarly, if the secondary is expected to double team
Chad, or has historically (or recently) double teamed Chad, this
real-life attribute can be incorporated into the video game
parameters such that a video game character associated with (e.g.
representing) Chad is double teamed or has a reduced catch ability
in the video game consistent with real-life occurrences or
expectations of future real-life occurrences. This comparison is
particularly important where fantasy rosters are incorporated into
video games as the fantasy roster including players from various
different real-life teams. Predictive performance attributes can
also be based on actions of fantasy team owners. For example where
a certain percentage of fantasy team owners are starting a
particular fantasy team member then a prediction of success can be
made on this basis as well.
[0109] The parameters of the video games may also be controlled
based on a fantasy league rule. For example, in a fantasy league
where a number of yards, or a goal, receives more points than in
another league, a player that may typically receive relatively more
points from yardage than scoring goals can be taken into
consideration and affect a parameter of the game. Thus, any rules
particular to the player's fantasy league can affect a video game
parameter.
[0110] Team owners in a fantasy league can then play an associated
sports video game or tournament of games having the same roster as
their opponents in their fantasy league. The video game can also
include parameters associated with any setting or relative
difficulty of each player in the fantasy league and current
real-life attributes of the players such that the video game more
closely resembles the difficulty of the matchup in the fantasy
league.
[0111] For example, referring to FIG. 1 a fantasy team page is
illustrated for a fantasy team named Gabriel, which competes in a
fantasy league named Da Boyz. Currently, the fantasy league is in
the fourteenth week of play and the fantasy team page lists fantasy
team members of the fantasy team Gabriel. For example, as shown,
fantasy team Gabriel currently includes real-life athletes Tony
Romo, Sean Alexander, Edgerin James, Patrick Crayton, Joey
Galloway, Steve Smith, Tony Gonzalez, Matt Stover, the Ravens
defense and special teams, Jesse Chatman, Ron Dayne, Deshaun
Foster, Jerrico Cotchery, and the Lions defense and special teams.
Currently the Gabriel team fantasy roster settings include these
players of which Chatman, Dayne, Foster, Cotchery and the Lions
defense and special teams are currently designated as reserve, or
inactive. Therefore, only the active players will compete in the
week 14 match up unless the fantasy team owner of fantasy team
Gabriel makes a change (or substitution) to the fantasy team
members currently designated as active and reserve. According to
the teachings disclosed herein, the fantasy team roster and
designation of active and reserve players can be incorporated into
a video game such that a user of the video game (e.g. the same
fantasy team owner) can compete in the video game against other
users of the video game (e.g. other fantasy team owners) using
characters of the video game representing the same members of their
fantasy team roster.
[0112] For example, the roster of FIG. 1 can be downloaded to a
video game machine and a video game team can be set up that
includes at length video game characters representing Romo,
Alexander, James, Crayton, Galloway, Smith, Gonzalez, and the
Ravens defense and special teams. The user of the video game can
also vary the active and reserve players in the video game to
substitute Chatman, Dayne, Foster, Cotchery, and/or the Lions
defense and special teams. If the user determines that a lineup
change is preferred in the online fantasy league as well, the user
can also cause the video game machine to transmit a modified roster
to a server or other device hosting the online fantasy league such
that the fantasy team roster is modified according to the changes
made in the video game machine.
[0113] As discussed above, real life predictive, or historical
attributes, can also be incorporated into the video game and can
include a historical or predictive relative difficulty of
performance for a real-life athlete in a fantasy match up. For
example, referring again to FIG. 1, the current match up for each
fantasy team member is shown for week 14. Tony Romo, for example,
will be playing against Detroit, the environment is predicted to be
in a Dome (thus clear), Tony's average fantasy performance for the
season is currently 25.9 points, and Tony is predicted to achieve
24.4 points against Detroit this week. Thus, these predictive
attributes can be incorporated into the video game such that a
video game character representing (i.e. associated with) Tony
incorporates video game parameters associated with a manner as he
is predicted to perform against Detroit. For example, if Tony
typically throws a lot of touchdowns, interceptions, runs well,
scrambles, etc. in real life such attributes can be converted to
video game parameters such that the video game character
representing Tony more closely represents the predicted (or
historical) real life behavior of Tony. After Tony has played
Detroit in real-life, his performance for week 14 is known and the
video game can be updated with video game parameters more closely
representing his actual performance attributes of week 14. Similar
video game parameters can be incorporated into the video game for
each of the other fantasy members of each fantasy team of a fantasy
league. For example, referring again to FIG. 1, such video game
parameters associated with real-life attributes can be incorporated
for Alexander, James, Crayton, Galloway, Smith, Gonzalez, Stover,
the Ravens, Chatman, Dayne, Foster, Cotchery, and the Lions as well
as Romo. Therefore, team Gabriel can compete against a current
matchup both in the online fantasy league and in a video game
format.
[0114] For Example, referring to FIG. 2 a current matchup for week
14 for fantasy team Gabriel is shown. As shown, fantasy team
Gabriel is competing against fantasy team Jo Mama and the active
fantasy team members of each team are shown along with a predicted
performance. The reserve players are also shown for each team. Of
course, the fantasy team players and lineup of fantasy team Gabriel
and fantasy team Jo Mamma can be altered up until the time when a
week 14 real-life match up for each fantasy team member begins in
real-life, or up until a cutoff time has passed for changes to a
fantasy team roster.
[0115] According to the teachings disclosed herein, the fantasy
team rosters of team Gabriel and team Jo Mama can be downloaded to
one or more video game machines such that users of the one or more
video game machines can compete with video game teams having video
game characters associated with the fantasy team rosters of the
respective fantasy teams. Further, real-life historical and/or
predictive attributes for each real-life athlete can be
incorporated into the video game to enhance the reality of the
current week 14 (or previous/future) match ups.
[0116] Of course, the real-life attributes incorporated into the
video games need not be associated with fantasy settings and online
fantasy game play as disclosed in section I of this specification.
However, embodiments disclosed herein which combine both real-life
attributes with fantasy game play and online fantasy game
competitions with video game parameters find particular synergistic
and unexpected benefits.
[0117] According to the teachings herein, a combined online fantasy
game and video game scoring system can be used. For example, the
combined online and video game scoring system can include a
comparison of members of an online fantasy league performance in
video game competition and performance in the online fantasy league
to determine overall performance. In one embodiment, the members of
the online fantasy league can compete via the video game with their
match up in the fantasy league each week to determine a video game
victor. Such results can be used in conjunction with fantasy league
competition results to determine a combined video game and fantasy
league score, and/or victor. Instructions for enabling the combined
online fantasy game and video game play can include instructions
configured to send results of video game play from one or more
video game machines to a server hosting the online fantasy league.
Moreover, any aspect of fantasy league setting or play can also be
effected by video game competition results. For example, a draft
order, handicap, or winnings in a fantasy league can be affected by
a video game competition result.
[0118] In one embodiment, a performance parameter of the video game
can be a predictive performance parameter where the prediction is
associated with a real-life prediction of a players' performance
and/or team's performance in an upcoming sporting event. The
real-life prediction can be directly or indirectly acquired. For
example, the predictive data can be collected directly through
users and/or experts by taking polls that predict the outcome
and/or performance of real-life players and teams in the upcoming
sporting event.
[0119] Alternatively, the real-life prediction can be obtained
indirectly. For example, a real-life prediction can be obtained
from fantasy league data. In this embodiment, data is collected
relating to the fantasy team owner's selection of players (i.e.,
the fantasy team player's choice to bench or play a particular
fantasy team member) for an upcoming fantasy sports event. The data
from the fantasy team owners can be used to make a prediction about
the outcome of the upcoming sports event. The more fantasy team
owners that select to keep a fantasy team member inactive (vs.
active) can be equated with a prediction regarding the performance
of that player in the upcoming event. Greater numbers of team
members playing a given fantasy team member is a prediction of
better performance while selecting to not play a fantasy team
member is a prediction of poorer performance. The predictive data
can also be compared to prior weeks and the relative change in
fantasy team members selections over a period of time can be used
to predict a predicted improvement or worsening for the performance
of a particular fantasy team or fantasy team member.
[0120] The real-life prediction can be based on data that is
generated close in time to the real-life sporting event. In one
embodiment, the real-life prediction is based on polls or data
generated within one month, more preferably within one week of the
particular real-life sporting event. Using predictive data that is
within a month, more preferably a week of a real-life event gives
the video game play an atmosphere of being played in "real-time"
and enhances the competition.
[0121] In fact, video game play that incorporates real-life
attributes and fantasy settings as video game parameters, video
game instructions, and/or video game imagery, such as relative
match-ups of each athlete in the fantasy league, can create a new
point of entertainment and competition for those that are members
of a fantasy league. For example, the members of the fantasy league
can play the video game prior to, concurrent with, or after
completion of one or more real-life sports events while having more
accurate video game parameters in the video game tracking the
strengths and weakness of the player's fantasy team members.
III. Open Video Games
[0122] According to the teachings disclosed herein, video games can
be open in that a user of the video game can provide feedback that
is incorporated directly, or indirectly, into the video game to
create a modified video game. The modified video game can then be
provide to other users of the video game so that users of the video
game can directly make changes, updates, and improvements to the
video game. Versions of the video game created by users of the
video game can be made available to video game users such that
video game users can select which modified version the video game
user would like to play.
[0123] For example, the code of the video game, or portions of the
code of the video game, can be made accessible to users of the
video game such that the users of the video game can make changes
to the code, or improvements to the code, to improve the video game
experience themselves. Video game parameters, instructions, and/or
imagery can all be made accessible or each one to users of the
video game such that the users of the video game can modify the
video game parameters, instructions, and/or imagery. For example,
in a sports video game a user can add a simulated move of a
character of the video game such that the move is made available in
the video game. The user can provide a video game character move to
edit moves or to make such improvements. The user can also change
an instruction of the video game such that a format or setting of
the video game is changed. The user can change a parameter of the
video game. For example, the user can disagree with a video game
character performance parameter assigned to the video game
character and vary the parameter in accordance with the user's
opinion. The user can also modify or supply imagery for
incorporation into the video game. The imagery can include a video
game character's appearance imagery, stadium imagery, fan imagery,
coach imagery, or any other imagery in the video game such that the
sports video game more closely resembles current real life features
of which the video game imagery is intended to represent. The user
can be provided edit software for completing such modifications and
for submission of such modifications.
[0124] The modifications made to the video game can be
administrator controlled where prior to dissemination of the
modifications to the video game community an administrator must
first approve of such modifications. However, the modifications can
be user, or community, controlled where users of the video game
must approve, or not reject, the modifications before such
modifications are made available to other users of the video game.
For example, after a first user has made modifications to a video
game and submitted the modifications to an online review system,
other users can review and test the changes (e.g. a Beta) made by
the first user. If the other users approve of the modifications or
do not reject the modifications, then the modifications to the
video game can be more widely distributed, or made accessible, to
other users of the video game. Thus, modifications to the video
game can be peer reviewed prior to incorporation into a new
downloadable version of the video game. Moreover, the peer review
of the modified video game can include additional modifications by
other users reviewing the previously modified video game so that
additional improvements can be made during peer review.
[0125] The video game can provide a video game editor software
enabling the users to develop additional levels and aspects to the
video game. For example, the users can develop obstacles,
parameters, and new types of fields for video game play. The users
can develop team jerseys and visual customizations to the aspects
of the video game. The users can also develop additional
intersections between the video game and the virtual world such
that an avatar is able to cross over from the virtual world to the
video game and participate in the video game along with other
characters of the video game. For example, the personal avatar of a
fantasy team owner can be shown at the sidelines of the video game
and interact in the video game with characters of the video game.
In some embodiments the personal avatar can participate in the
video game competition.
[0126] The modifications made to the video game need not be
directly made by the video game users, however. For example,
changes to the video game can be based on feedback received from
one or more users of the video game. The modifications to the video
game discussed above can also be referred to as user feedback, but
in this instance such feedback creates a forum for user initiated
change, but in this embodiment such change is not directly affected
by the user.
[0127] For example, in one sports video game embodiment an "open
guru" can be incorporated. The open guru can be a video game
character performance prediction (or historical real-life athlete
performance attribute) that relates to how the video game character
performs in the video game. For example, where a performance
prediction for a real-life athlete in a real-life upcoming
competition is incorporated into a sports video game, users of the
video game may not agree with the prediction. For example, where a
performance prediction for a particular real-life athlete is
initially estimated to be 10 but users of the video game (or
members of a fantasy league) disagree with the performance
prediction, the users can provide feedback to rebut this initial
performance prediction. Based on this feedback received from users
of the video game (or members of a fantasy league), a modified
performance prediction may be made either automatically,
semiautomatically, or after administrator approval. Thus, changes
to the video game (or the fantasy league) can be made based on
feedback received from one or more users of the video game (or
members of the fantasy league).
[0128] Any modifications to the video game disclosed herein can
also be temporary or selectable such that a user can return to
previous settings such that where the user does not like a new
version, or changes made to the video game, the user can "restore"
the previous settings and configuration. The open video features of
the invention can be carried out alone or in combination with other
features of the invention, including the use of fantasy
settings.
IV. Sports Video Games in Conjunction with a Virtual World and User
Virtual Identity
[0129] According to the teachings disclosed herein a virtual world
and virtual identities can be associated with a sports video game
and/or online fantasy leagues. For example, a server connected to
video game machines across a network including the internet can
host a virtual world. Users of the sports video game (and/or
fantasy team owners) can create motional avatars which navigate the
virtual world and interact with other users via encounters with
their motional avatars. The virtual world can be tangential to the
sports video game in that the sports video game is not carried out
in the virtual world, but the virtual world is meant to supplement
the sports video game. In fact, entry to the virtual world can be
based on purchase and validation of the sports video game or
ownership of a fantasy team.
[0130] For example, after a user purchases a sports video game they
can be allowed to log into the virtual world via their video game
machine. In another embodiment, the user is allowed to log into the
virtual world via a computer connected to the network as well as
via the video game machine, or in place of the video game machine.
However, allowing the user to log into the virtual world provides
various advantages in that it will be easier to automatically
verify that the user has purchased the video game as the video game
will be stored on a readable medium within the video game
machine.
[0131] Upon logging into the virtual world, the user creates a
personal motional avatar. The personal motional avatar can have
various appearances and appearance attributes, which can be
controlled by the user. The user can be then allowed to navigate
the virtual world and interact with other motional avatars
controlled by other users.
[0132] The virtual world can include virtual currency that can be
convertible with real-life currency so that a motional avatar can
purchase virtual goods or real-life goods with the virtual
currency. The motional avatars can also purchase virtual land with
the virtual currency and add landscape, features, and objects to
the virtual land to create a virtual home, business, entertainment
area, or any other location that the user of the motional avatar
would like.
[0133] A virtual world editor can be made available to the user of
the virtual world so that the user can create virtual objects and
features, or affect the landscape in the virtual world.
[0134] The virtual world can incorporate real-life attributes. For
example, if a particular location in the virtual world is intended
to represent a real-life location, the particular location in the
virtual world can incorporate the real-life attributes. Such
incorporation of real-life attributes can be made available to
personal avatars, for example in the exchange for virtual currency.
For example, where a user of a personal avatar creates a "crib"
where the user would like to entertain users of other personal
avatars, and would like the weather at the location of the crib to
be the same weather as in Chicago, for example, the user can
purchase weather attributes from a company hosting the virtual
world such that the weather at the location of the crib is the same
as in Chicago. Similarly, if the owner of the crib would like the
crib to look the same as a location, such as a sports casting
location, the user can purchase such features and virtual objects,
or can have such features and objects automatically updated as such
features and objects change in real-life. The user can add virtual
sofas, virtual animated cheerleaders, and other features and can
have accessible real-life bio available for other users to view.
The users can also create scripts for animating their avatar, and
create new games in the virtual world for their avatars to
participate in.
[0135] Users can also purchase various video, audio, and text
accounts of real-life sport events, fantasy sport competitons, and
video game events. For example, users can purchase real-life video
feeds for display in the virtual world, video, audio, or displayed
text accounts of fantasy league competition, and/or video, audio,
or displayed text accounts of video game competition.
[0136] For example, where the user creates the crib as described
above, the user can purchase a video feed of a sports event for
display in the crib. The user can also purchase a display of a
fantasy team roster, fantasy league match up and completion, and/or
display of a video game competition in the crib. Therefore, the
user can navigate their motional avatar in the crib and view
real-life sports events. A user can also view a current fantasy
match up such as between the users online fantasy team and another
online fantasy team (e.g. between Gabriel and Jo Mama as discussed
above), and/or can view a video game competition (e.g. between the
team owner of team Gabriel and the team owner of team Jo Mama using
their fantasy team rosters). The user can also invite other users
(e.g. other members of the same fantasy league) via their motional
avatars to enter the crib and watch the various events.
[0137] Users can also be given virtual awards and/or virtual
currency based on online fantasy competition results and/or video
game competition results. For example, where a user wins a fantasy
league competition, or a video game competition, the user can be
awarded a virtual award and can display the virtual award in the
crib for others to appreciate. Moreover, awards can be generated by
users of the video game in a "grudge match" such that the trophy is
awarded based on a fantasy and/or video game match up so that the
trophy can be displayed in the virtual world and so that the winner
of the trophy can create a rivalry between members of the same
online fantasy league and/or friends who like to compete in video
game play.
[0138] According to another embodiment a fantasy draft can be
conducted in the virtual world. The fantasy draft can more closely
resemble a real-world sports draft where in the fantasy draft
virtual athletes drafted can be shown representing the real-life
athlete as such virtual athletes are drafted. Moreover, the
motional avatars of each fantasy team owner can take part in the
draft and visually select the virtual athletes representing the
real-world athletes which subsequently become members of the team
owner's fantasy team. The fantasy draft can include commentary and
recommendations in the virtual world. The virtual fantasy athlete
can approach a podium or stage and hold up the jersey of the
fantasy team when selected. There can be automated commentary on
the selection and a board room where the fantasy team owners can
discuss or consider different real-life athletes and receive
recommendations. The user can also communicate with other users via
a microphone and streamed audio. Such communication audio can also
be computer recognized and converted to text for chat.
[0139] Therefore, the virtual world can create a new point of
interaction between members of a fantasy sports league or members
of video game competition. The virtual world can also be a forum
for the various other inventive aspects, such as a forum for
receiving feedback from users of sports video games. The virtual
world can also be a forum for sports athletes and celebrities to
interact with users via motional avatars. For example, results of
fantasy leagues in which real-life sports athletes and celebrities
can be displayed for users to view via their motional avatars.
Moreover, information of interest to users of the motional avatars
can be displayed in the virtual world along with advertisements as
discussed in further detail below. The features of the invention
relating to a virtual world can be carried out alone or in
combination with the use of fantasy settings.
V. Sports Video Game Advertising and Virtual World Advertising
[0140] According to several embodiments disclosed herein,
advertising can be incorporated into the video games, virtual
world, and/or online fantasy gaming. The advertisements can be
based on a geographic location of the user of the virtual world
and/or video game. The advertisement selection and placement can
also be determined based at least in part on the actions of the
user within the video game and/or virtual world. For example, where
the user visits certain locations within the virtual world, the
user's interests can be inferred and advertisements can be selected
and placed at locations within the virtual world where the user is
likely to encounter the advertisements via the user's motional
avatar. The advertising can be in the form of billboards, graphics
on the sides of virtual objects, features and objects placed in the
video game or virtual world, or a user can be given incentives to
allow advertisements to be placed on land owned or jerseys used by
the user, for example.
[0141] The advertisements can also be selectable. For example,
where a user of a video game or a user of a motional avatar in the
virtual world encounters an advertisement and would like to receive
additional information, the advertisement can be selectable. Once
selected, the user can be directed to a web page, or information
can be made accessible, displayed, or downloaded into the video
game or into the virtual world for viewing by the user. Where an
email address is also associated with the user, the information can
be directed to the user's email account. The information can also
be directed to an "inbox" associated with land or associated with a
location in the virtual world where the user can access the
information.
[0142] The advertising can also be in the form of promotional
awards to be used by the user. For example, where the user wins a
fantasy or video game competition the user can be awarded a
promotional award for redemption in the virtual world or for
redemption in real-life. For example, where Company A sponsors an
online fantasy league or advertises in a video game or in the
virtual world, Company A can award, or give away, promotional
vouchers for virtual goods or real-life goods. Thus, the teachings
disclosed herein can enable a new point of advertising for
companies and interest groups. Such companies and interest groups
can also purchase land in the virtual world where motional avatars
can visit to learn more about the products and services of the
companies and interest groups and can be attracted to such
locations in the virtual world by promotions.
[0143] Moreover, where an advertisement is selectable, the
advertisement may direct the user, via the user's motional avatar,
to a location in the virtual world where the user can receive
promotional vouchers and information regarding the company or
interest group. The features of the invention relating to
advertising in a virtual world can be performed alone or in
combination with the use of fantasy settings in a sports video
game.
VI. Examples of Systems and Apparatus for Carrying out the
Inventions Disclosed herein
[0144] FIG. 3 illustrates a system for providing a sports video
game that incorporates real-life attributes, fantasy league
settings, virtual identity/virtual world aspects, advertisement
and/or open video game aspects. According to this embodiment, a
user 300 plays both an online fantasy league hosted by a server 305
and also plays a sports video game using a video game machine 310,
such as a video game console, general purpose or special purpose
computer, cell phone, personal digital assistant (PDA), other
handheld device, or other electronic device. Most preferably and
advantageously, however, the video game machine 310 is a video game
console, such as the Sony Playstation, Nintendo Wii, or the
Microsoft X-Box, which are examples of well-known game
consoles.
[0145] The user 300 inputs fantasy settings into the server 305
(e.g. via the Internet using a computer, such as disclosed in the
Fantasy League examples in Appendix A of Provisional Patent
Application Ser. No. 60/869,811). The server 305 stores information
describing the fantasy settings input by the player 300. The server
305 (or multiple server(s)) also receives information 315
describing real-life attributes, such as current performance
attributes of real-life athletes, real-life team attributes,
real-life environmental attributes, real life appearance
attributes, etc. The video game machine 310 downloads information
describing at least one fantasy setting and/or a video game
parameter associated with at least one real-life attribute from the
server 305. The video game machine 310 records the information
describing the video game parameter and/or the fantasy setting for
video game play; and/or adds, modifies or deletes a video game
parameter based on the video game parameter associated with the
real-life attribute and the at least one fantasy setting. The user
300 then competes with the sports video game that uses the
parameter associated with the at least one real-life attribute and
the at least one fantasy setting as parameters affecting the sports
video game play.
[0146] The server 305 can also make a virtual world and/or
advertising available to the user 300 via the video game machine
310 or via a computer as discussed above.
[0147] FIG. 4 illustrates a system for providing a sports video
game that incorporates real-life attributes, fantasy league
settings, virtual identity/virtual world aspects, advertisement
and/or open video game aspects. The system of FIG. 4 can also
enable access to a virtual world and/or advertising to users of
video game machines 400A-N. Executable instructions that include
initial video game parameters can be stored on a storage medium,
such as a video game cd, dvd, cartridge, or can be downloaded via a
data transmission link. The instructions provide the game for play
by video game machines 400-A-N. The video game machines 400-A-N can
include memory for video game parameter storage. The memory can
also store parameters associated with real-life attributes and
fantasy settings 420 for affecting the sports video game. The
parameters associated with real-life attributes and fantasy
settings 420 can be downloaded from a server 405 via a network 410,
which may include the Internet. The parameters stored on the memory
at the video game machines 400A-N associated with the real-life
attributes and fantasy settings 420 can be continuously updated and
current real-life attributes and fantasy settings 420 can be
updated each time that the video game machines 400A-N log onto the
server 405 or according to any other schedule which may be periodic
or user defined, for example. The parameters may also be downloaded
(e.g. renewed) each time a storage medium containing the sports
video game is coupled to the video game machines. Users 415A-N then
compete using the video game incorporating the settings and
attributes over the network.
[0148] FIG. 5 is a block diagram of an example of a video game
machine 520. The video game machine 520 can incorporate a central
processing unit (CPU) 532 and coprocessor (CP) 534. The CP 534 can
includes a bus control circuit 538 for controlling buses, a signal
processing unit (SPU) 540 for performing polygon coordinate
transformation, shading treatment, etc., a display processing unit
(DPU) 545 for rastorizing polygon data into an image to be
displayed and converting the data into a data from (dot data)
stored on a memory. The CP 534 is coupled to a cartridge connector
550 for detachably mounting with a ROM cartridge 552, a disc drive
connector 554 for detachably mounting with a disc drive 556, and a
RAM 558. Also, the CP 534 is connected with an audio signal
generating circuit 561 for outputting a sound signal to an audio
output device 562, processed by the CPU 532, and an image signal
generating circuit 564 for outputting an image signal to a display
565. Further, the CP 534 is coupled with a controller control
circuit 567 for serially transferring operational data for one or a
plurality of controllers 570A-570D and data for a RAM cartridge 573
for extension.
[0149] A modem 572 is coupled to the bus control circuit 538. The
modem 572 is also preferably coupled to the internet (not shown).
As discussed with reference to FIG. 4, a server coupled to the
internet stores real-life attributes and fantasy settings. The
modem 572 couples to the server and downloads a real-life attribute
and a fantasy setting for affecting a parameter of play in the
video game.
[0150] According to an embodiment, the CPU 511 can send a signal
through the bus control circuit to initialize the modem 572 and
control the modem 572 to download the attribute and setting
information from the server. The information can be stored in RAM
558 for affecting a parameter of play of the video game. It will be
understood by those of skill in the art that other configurations
of video game machines are possible. For example, the CPU 532 and
the CP 534, or portions of the CP 534, may be incorporated as one
component. Also, for example, RAM 558, may be divided into more
than one memory element, or other types of memory elements may be
included. The video game machine can also be represented as
currently available computers and game consoles. For example, the
game machine 520 can be represented by a Playstation, such as a
Playstation II or III, or a future version of the Playstation units
made by Sony Corporation. Other embodiments of the game machine
include the XBOX and Nintendo, such as the Nintendo Wii. For
example, a Playstation III type console includes a Cell Broadband
Engine CPU, a RSX GPU, 256 MB XDR Main RAM 256 MB GDDR3 VRAM, a
2.5'' Serial ATA 60 GB HDD, USB connections, an Ethernet
connection, IEEE 802.11b/g WiFi connection, a Bluetooth connection,
and a wireless Bluetooth controller connection supporting up to 7
controllers. Examples of video game machines are further discussed
in U.S. Pat. Nos. 6,908,386, 7,019,205, and Publication
2007/0060384, the contents of these two patents and one publication
are hereby incorporated by reference herein.
[0151] FIG. 6 illustrates an example of an interactive menu that
may be presented to a player for selection of various game options
that may be offered to a player. For example, the player may be
offered a single player 600 or multiplayer 605 option along with
any of various fantasy options 610 and virtual world options 611.
The single player 600 and multi-player 605 options may or may not
include the real-life attributes. Effecting game parameters using
real-life attributes may be selectable such that a player may be
able to choose whether to use parameters that the sports game
originally came with or the player can select whether to download
current real-life attributes and/or settings based on online
fantasy league play. The player may also select real-life
attributes based on a time frame. For example, the player may
select a particular date (e.g. a particular week in fantasy league
play) for real-life options, at which time the gaming machine can
download from the server parameters associated with the real-life
attributes at the particular time.
[0152] The fantasy play options 610 can redirect the player to a
screen 615 where the user enters fantasy information, such as
login, password, and/or a particular fantasy league to which the
player subscribes. The video game machine downloads the information
620 describing the player's fantasy settings from the server via
the Internet. In some embodiments the player can modify the fantasy
settings using the video game console and the video game machine
can transmit the changes to the server such that fantasy settings
on both the server and the video game machine are synchronized. The
fantasy settings can include not only a player's fantasy roster,
active players, benched players, but also any other fantasy
settings including aspects of fantasy play available in online
fantasy leagues. For example, the fantasy settings can include free
agents, which the player can substitute into a video game lineup to
try out particular match ups prior to making the trade in the
player's fantasy league. The player can also select a virtual world
option cell to access a virtual world.
[0153] The video game machine can be a console, such as a
Playstation, XBOX, or Nintendo for example, can be a computer,
handheld, cell phone, Game boy, PSP, etc or a functional
combination of the components thereof. Many players, however, feel
that sports video games are better played using a console than a
computer. As such, embodiments disclosed herein may be particularly
advantageous when practiced using a console gaming unit, such as
the Playstation, XBOX, or Nintendo consoles. The game console can
also display the sports video game on only a portion(s) of a screen
such that the player(s) can view the real-life games on another
portion of the screen. In multi-player fantasy video game play the
screen can be divided into multiple portions, one for each player
of the multi-player game.
[0154] FIGS. 7A-7E are block diagrams of a video game medium 700.
The video game medium 700 can include video game instructions 705,
video game parameters 710, and image data 715 for the video game.
The video game medium can further include video game modification
instructions 720 for enabling a video game machine to update the
video game with parameters associated with real-life attributes,
fantasy settings, modifications to the video game via open video
game aspects, to provide access to a virtual world hosted by a
server connected to the video game machine, and/or to provide
access to advertising media.
[0155] Parameters stored on the storage medium 700 can include
video game character performance parameters 705 for each character
of the video game. The video game character performance parameters
705 can be modified based on the fantasy and/or real-life
parameters downloaded as shown in FIG. 7B.
[0156] Image data and video game instructions can also be modified
as illustrated in FIGS. 7C and 7D. For example, a shown in FIG. 7C
weather imagery for location A 715A can be modified, video game
character A appearance imagery 715B can be modified, and any
imagery related to the appearance of Location A 715C can also be
modified. Video game instructions can also be modified such that
the manner in which the video game functions, or the manner in
which the video game is played, can be modified as disclosed
herein.
[0157] FIG. 7E illustrates an example of the types of video game
modification instructions 720 that may be included in a video game
product. For example, the video game modification instructions can
include instructions for accessing fantasy settings 520A,
instructions for accessing parameters associated with real-life
attributes 720B, and instructions for modifying the video game
based on the assessed parameters and fantasy settings 720C. The
video game modification instructions can also include instructions
for accessing advertising media and the virtual world or any of the
other actions disclosed herein.
[0158] An online fantasy game and draft may be eliminated according
to some embodiments. For example, the interface for fantasy players
to select players, manage their roster, attend a draft and do any
or all of the actions disclosed herein or in Appendix A may be
conducted using a game console. For example, the player may logon
using the game console and play traditional fantasy league play
using a game console. The player may also play sports video games
using the console as discussed herein using real-life attributes
downloaded by the server which may also manage the fantasy league
play through the console.
[0159] Embodiments within the scope of embodiments illustrated
herein can also include computer-readable media for carrying or
having computer-executable instructions or data structures stored
thereon. Such computer-readable media can be any available media
that can be accessed by a general purpose or special purpose
computer. By way of example, and not limitation, such
computer-readable media can comprise RAM, ROM, EEPROM, CD-ROM or
other optical disk storage, magnetic disk storage or other magnetic
storage devices, or any other medium which can be used to carry or
store desired program code means in the form of computer-executable
instructions or data structures and which can be accessed by a
general purpose or special purpose computer. When information is
transferred or provided over a network or another communications
connection (either hardwired, wireless, or a combination of
hardwired or wireless) to a computer, the computer properly views
the connection as a computer-readable medium. Thus, any such
connection is properly termed a computer-readable medium.
Combinations of the above should also be included within the scope
of computer-readable media. Computer-executable instructions
comprise, for example, instructions and data which cause a general
purpose computer, special purpose computer, or special purpose
processing device to perform a certain function or group of
functions.
[0160] Although not required, several embodiments will be described
in the general context of instructions, such as program modules,
being executed by computer consoles, computers in network
environments. Generally, program modules include routines,
programs, objects, components, data structures, etc. that perform
particular tasks or implement particular abstract data types.
Instructions, associated data structures, and program modules
represent examples of the program code means for executing steps of
the methods disclosed herein. The particular sequence of such
executable instructions or associated data structures represents
examples of corresponding acts for implementing the functions
described in such steps.
[0161] The embodiments illustrated herein may be practiced in
network gaming and computing environments with many types of system
configurations, including video game machines, such as consoles,
personal computers, hand-held devices, multi-processor systems,
microprocessor-based or programmable consumer electronics, network
PCs, minicomputers, mainframe computers, and the like. Several
embodiments may also be practiced in distributed gaming and
computing environments where tasks are performed by local and
remote processing devices that are linked (either by hardwired
links, wireless links, or by a combination of hardwired or wireless
links) through a communications network. In a distributed computing
environment, program modules may be located in both local and
remote memory storage devices, for example in reference to a video
game machine.
VII. Process Examples According to the Teachings Disclosed
Herein
[0162] While the following methods illustrate combinations of steps
and/or acts according to the invention disclosed herein, such
combinations are not considered limiting of the invention. Rather,
any combination, permutation, and multiplicity of the acts and
steps disclosed herein, or disclosed in U.S. Provisional Patent
Application Ser. No. 60/869,831, should be considered within the
scope of the invention disclosed herein. Therefore, while the
following (and previous) combination of process elements illustrate
some example embodiments of the novel and non-obvious aspects, they
are not exhaustive of the teachings of the inventions disclosed
herein.
[0163] Referring to FIG. 8, a method for providing a sports video
game that includes real-life attributes and fantasy settings and
attributes illustrated. A fantasy team owner registers with a
fantasy league (800). The fantasy league can be an online fantasy
league. The fantasy league registration can include setting up a
league, establishing rules of the league, whether the league is
private or public, as well as other fantasy player and league
settings (e.g. see Appendix A of provisional application 60/869,831
and other known fantasy leagues).
[0164] A fantasy draft is performed (810). The fantasy draft can be
performed by the fantasy team owner or the draft can be performed
by an automated draft, for example as those examples described in
Appendix A of the provisional application 60/869,831. The fantasy
team owner can organize a draft list prior to the draft which can
list the real-life athletes in an order selected by the fantasy
team owner according to which an automatic draft is to be
conducted.
[0165] A line-up is set (825). The fantasy team owner can set the
line-up by selecting active fantasy team members and placing other
fantasy team members on a bench, or as reserved. The lineup can
include rules, such as requiring a number of forwards (e.g. 3),
defense (e.g. 2), and a goalie (e.g. 1) in the example of a hockey
fantasy league. Some of the various options for setting up a
fantasy roster are illustrated by Appendix A of provisional
application 60/869,831. The line-up and roster can be altered by
the fantasy team owner by picking up available fantasy team
members, trading fantasy team members, etc. The line-up also
selects a match-up which can affect a parameter of the video game.
For example, one real-life sports athlete may have a more difficult
match up than another real-life sports athlete and a parameter of
the video game can be affected, e.g. modified, based on the
relative match ups of the real-life sports athletes based on their
selection by the fantasy team owner managing the roster.
[0166] A user (e.g. the fantasy team owner) then plays a video game
that has at least one parameter affected by at least one of the
fantasy settings described herein (820). The video game played by
the user can also have at least one parameter affected by a
real-life attribute as described herein.
[0167] Referring to FIG. 9, a method for a server (or multiple
servers) to provide information describing fantasy settings and/or
real-life attributes for affecting a parameter of a sports video
game is illustrated. The server receives a registration from a
fantasy team owner (900). The server can receive a username and
login or other identification of the fantasy team owner. The server
can generate league and fantasy team owner information describing
default or customized fantasy settings. The server records the
settings of the fantasy league and settings of the fantasy team
owner along with settings of other fantasy team owners in the
fantasy league.
[0168] The server manages a fantasy draft (905). The server can
include an online draft as described in Appendix A of provisional
application 60/869,831, for example. The server records results of
the draft and sets up the various fantasy teams and online
presentations for the fantasy team owners. The server can also
provide other online presentations as illustrated in Appendix A of
provisional application 60/869,831, for example. Such online
presentations can include lists of available real-life athletes and
presentations for trading fantasy team members and analysis of
teams and fantasy team members. The server can also set up a
statistics page that gives statistics of real-life athletes,
standings of the fantasy league and information describing
playoffs.
[0169] The server can also receive real-life attributes (910), such
as real-life athletes and real-life team statistics. The real-life
attributes can also include any real-life event or statistic that
affects real-life athletes and real-life team performance, for
example. The server stores information describing the fantasy
settings for each fantasy team and the fantasy league. The server
also stores the information describing real-life attributes. The
information stored by the server includes any real-life or fantasy
information that may affect performance of a real-life athlete or
team in the future. For example, the information stored may be
information that affects a real-life athlete's performance or
team's performance, injuries, opposition, or other changes to a
real-life athlete or team.
[0170] The server receives and verifies fantasy login information
received from a video game machine (915). The server transfers
stored information describing fantasy settings and/or real-life
attributes to the video game machine (920). Information may also be
received by the server from the video game machine describing
changes made by the user (e.g. the fantasy team owner) to fantasy
settings at the video game machine. For example, the user may
change a lineup or roster setting at the video game machine and the
settings can be synchronized between the server and the video game
machine.
[0171] Referring to FIG. 10, a method is illustrated for a video
game machine, such as a game console, to provide a video game with
parameters of the video game affected by real-life attributes and
events as well as fantasy settings. The video game machine can
receive fantasy login information from the user (1000). The fantasy
login information can include a user name and password associated
with a fantasy team. The fantasy login information may also include
information describing a fantasy league to which the user belongs.
For example, the fantasy login information may indicate that the
user is a member of a fantasy league hosted or associated with
Yahoo, the NFL, the NBA, FIFA soccer, the NHL, college sports, etc.
Registration of the user may also be automated where joining a
fantasy league is combined with purchase of a gaming console,
sports video game, or on some other basis.
[0172] Using the fantasy login information, the video game machine
logs into a server (or multiple servers) (1005) over a network,
such as the Internet, and downloads information describing fantasy
settings, such as information describing or related to roster,
lineup, match-up, events, teams, fantasy team members, or any other
fantasy related information (1010), such as any of the fantasy
related information described in Appendix A of provisional
application 60/869,831. The game machine also downloads real-life
attributes describing real-life athletes and/or teams and/or
matchups, etc. (1015).
[0173] The video game machine can modify (e.g. add, change, delete)
stored information based on the information downloaded (1020). For
example, stored video game parameters, such as video game character
performance parameters may be modified based on the information
downloaded. For example, video game character in the video game may
have better (or worse) speed, agility, catching, scoring, passing,
hitting, checking, saving abilities, or other abilities affected by
the parameters affected by the downloaded information. The video
game machine provides sports video game play affected by the
fantasy and real-life attribute information downloaded (1025).
[0174] Referring to FIG. 11 a method for updating a sports video
game with video game parameters representing real-life attributes
is illustrated. The method includes receiving a real life
environmental attribute (1105). The real life attribute can include
a weather attribute at a particular real-life location.
[0175] The real-life environmental attribute is converted to one or
more video game parameters (1110). For example, a real-life weather
attribute can be converted in to a video game weather parameter.
The video game weather parameter can include weather imagery and/or
instructions for simulating in the video game the real life weather
attribute at a location in the video game representing the
real-life location such that the virtual video game location more
closely represents the real life location.
[0176] The method further includes transmitting the video game
environmental parameter to a video game machine (1115) via a
network such that the video game environmental parameter affects
the sports video game (1120). Therefore, video game parameters of
the video game being played by the video game machine more closely
resemble real-life attributes as the video game parameters sent to
the video game machine are configured to update the video game
according to real-life attributes. The video game parameters can be
sent to any number of video game machines via the internet so that
each video game machine logged into the server and having a
certified copy of the video game is able to receive periodic,
real-time, or initiated updates to the video game.
[0177] The methods disclosed herein can further include any other
act disclosed herein. For example, the methods disclosed herein can
include hosting an online fantasy sports league. The methods can
further include transmitting a fantasy team roster to the video
game machine via a network. The methods can further include
receiving a sport attribute for a particular real-life athlete. The
methods can further include converting the sports attribute to a
video game performance parameter. The methods can further include
transmitting the video game performance parameter to the video game
machine, wherein when the video game performance parameter is
incorporated into the sports video game such that a particular
video game character more closely performs like the real-life
athlete.
[0178] The environmental attribute can include a fan attribute. The
methods can further include receiving a fan attribute for a
real-life fan or group of real-life fans. The methods can further
include converting the fan attribute to a video game fan parameter.
The methods can further include transmitting the video game fan
parameter to the one or more video game machines, wherein then the
video game fan parameter is incorporated into the sports video game
a video game fan or group of video game fans are modified to more
closely resemble or act like the real-life fan or real-life group
of fans. The real-life fan or real-life fans can be associated with
a particular real-life sports team.
[0179] The methods can further include receiving advertisement
image data. The methods can further include transmitting the
advertisement image data to the video game machine based on a
geographic location of the video game machine. The methods can
further include tracking the actions of a motional avatar to
selection advertisement media for display in a video game or in a
virtual world.
[0180] The methods can further include hosting a virtual world in
which video game users create personal motional avatars and
navigate the virtual world. The personal motional avatars can be
capable of walking, running, and/or flying to navigate the virtual
world and are able to interact with other personal motional
avatars. The methods can further include modifying a weather
parameter of a virtual location in the virtual world based on the
real-life environmental attribute. The virtual location can
represent the particular real-life location. The methods can
further include converting real-world currency to virtual currency.
The virtual currency can be used as tender in the virtual world.
The methods can further include awarding virtual currency, or a
virtual trophy, to a user of a particular personal motional avatar
based on a result of a video game completion and/or a result of an
online fantasy sports league competition. The methods can further
include enabling a user to create features or modify landscape in
the virtual world. The methods can further include enabling a user
to create features or modify landscape in the video game. The
methods can further include displaying sports video depicting a
real-life sport event, real-life sport commentary, and/or real life
sport reporting in the virtual world. The methods can further
include displaying results describing a real life sports event, a
video game competition, and/or an online fantasy sport league
competition in the fantasy world. The methods can further include
selling virtual land in the virtual world for the virtual currency.
The methods can further include enabling personal motional avatars
to wager in the virtual world on a video game competition, online
fantasy sport league competition, and/or a real-life sport
competition.
[0181] Referring to FIG. 12, a method for updating a sports video
game with one or more fantasy settings is disclosed. The method
includes hosting an online fantasy sports league (1200). The act of
hosting an online fantasy sports league can further include hosting
a fantasy draft where players for a plurality of fantasy teams are
selected. The fantasy draft order can be determined by
consideration of the video game competition result. The act of
hosting an online fantasy sports league can further include
compiling fantasy competition scores for the fantasy season. The
act of hosting an online fantasy sports league can further include
receiving trade selections between two fantasy teams which select
players to trade between the teams. The act of hosting an online
fantasy sports league can further include enabling fantasy team
owners to pick up players from a waiver list and drop players from
their fantasy roster. The act of hosting an online fantasy sports
league can further include enabling fantasy team owners to vary the
active and reserve players on their fantasy team.
[0182] The method further includes transmitting a fantasy team
roster to a video game machine via a network (1205). The fantasy
team roster can include a list of real-world athletes associated
with video game characters of a sports video game played using the
video game machine.
[0183] The method can further include analyzing a fantasy draft as
the fantasy draft is conducted and identifying one or more
available players in the fantasy draft for suggested selection. The
method can further include transmitting information describing the
identified players for suggested selection to the video game
machine. The fantasy draft analysis can include analyzing
historical performance of available players, a scoring format of
the fantasy league, and/or a bye week for available players. The
method can further include transmitting a current fantasy team
roster to a video game machine. The method can further include
evaluating an upcoming match-up for a real-life athlete. The method
can further include predicting a performance attribute for the
real-life athlete's performance in the upcoming match-up. The
method can further include converting the performance attribute to
a video game performance parameter. The method can further include
transmitting the video game performance parameter to the video game
machine to modify a performance of a video game character
associated with the real-life athlete according to the video game
performance parameter. The method can further include receiving
feedback from fantasy team owners regarding the predicted
performance attribute. The method can further include modifying the
predicted performance attribute. The method can further include
converting the modified performance attribute to a modified video
game performance parameter. The method can further include
transmitting the modified video game performance parameter to the
video game machine to modify the performance of the video game
character associated with the real-life athlete according to the
modified video game performance parameter. The method can further
include receiving additional video game competition results. The
method can further include calculating a combined online fantasy
sports score and video game competition score from the additional
video game competition results and fantasy competition results.
[0184] The method further includes providing a sports video game
including a video game team of characters associated with the
fantasy team roster (1210). The method further includes
transmitting a result of video game competition to a server hosting
the online fantasy sports league (1215).
[0185] Referring to FIG. 13, a method for updating parameters of a
sports video game with one or more predictive real-life athlete
attributes is disclosed. The method includes analyzing an upcoming
athletic event for a particular athlete or for a particular team of
athletes to predict a likelihood of success for the particular
athlete or the particular team of athletes (1300). The method
further includes converting the likelihood of success prediction to
a video game character performance parameter (1305). The method
further includes downloading the video game character performance
parameter to a video game machine (1310) affecting the video game
character performance parameter into the sports video game (1315).
The method can further include any act or step disclosed herein.
For example, the method can further include any act or step related
to updating a sports video game with real-life attributes, updating
a sports video game with fantasy settings, associating a sports
video game with a virtual world, allowing users to control changes
to a sports video game, and/or incorporating advertisements into a
sports video game and/or a the virtual world as disclosed
herein.
[0186] Referring to FIG. 14, a method for modifying a video game is
illustrated. The method includes receiving feedback from a user of
the video game (1400). The method further include converting the
feedback to a video game parameter (1405). The method further
includes transmitting the video game parameter to a video game
machine (1410). The method further includes affecting a video game
based on the video game parameter downloaded (1415).
[0187] Referring to FIG. 15, a method for modifying a video game is
illustrated. The method includes providing access for a user of a
video game to one or more of the video game instructions, character
parameters, and/or video game image data (1500). The method further
includes allowing the user to modify the video game instructions,
character parameters, and/or image data (1505). The method further
includes transmitting the modified video game instructions,
character parameters and/or image data to one or more video game
machines via a network including the Internet (1510).
[0188] Referring to FIG. 16, a method for providing a virtual world
in conjunction with an online fantasy sports league and/or a video
game is illustrated. The method includes hosting an online fantasy
sports league (1600). The method further includes transmitting
video game parameters associated with real-life attributes to the
video game machine (1605). The method further includes hosting a
virtual world where users navigate the virtual world vial personal
motional avatars and interact with other users via their motional
personal avatars (1610).
[0189] The present invention may be embodied in other specific
forms without departing from its spirit or essential
characteristics. The described embodiments are to be considered in
all respects only as illustrative and not restrictive. The scope of
the invention is, therefore, indicated by the appended claims
rather than by the foregoing description. All changes which come
within the meaning and range of equivalency of the claims are to be
embraced within their scope. Detailed descriptions of apparatus and
processing techniques known in the field of the invention to one of
ordinary skill in the art have been excluded
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