U.S. patent application number 15/723852 was filed with the patent office on 2018-01-25 for computer-implemented methods and systems enabling fan participation in calling plays at sporting and other events.
The applicant listed for this patent is Your Call, Inc.. Invention is credited to George F. COLONY, William Packard COLONY, Susan D. MEMBRINO, Julie H. MERINGER.
Application Number | 20180021682 15/723852 |
Document ID | / |
Family ID | 53398975 |
Filed Date | 2018-01-25 |
United States Patent
Application |
20180021682 |
Kind Code |
A1 |
COLONY; George F. ; et
al. |
January 25, 2018 |
COMPUTER-IMPLEMENTED METHODS AND SYSTEMS ENABLING FAN PARTICIPATION
IN CALLING PLAYS AT SPORTING AND OTHER EVENTS
Abstract
A computerized method and system of facilitating state-based
participation in calling plays in a football game thereby allowing
fans to proactively participate in real-time in the game. A
computing device receives a user profile corresponding to a user
registered to vote in a real-time football game. A sequence of
states is initiated in response to start of a play during the
real-time football game. The sequence of states includes receiving
a set of plays from a coach, sending the set of plays to a user,
and receiving a vote from the user. A result of a real-time play
based on the winning play is received and the coach is score
updated. The computerized method and system is not limited to
football, and may also be applied to other live events such as
soccer, baseball, golf, hockey, basketball, movie screenings, game
shows, award shows, sales meetings, political events, and business
conferences.
Inventors: |
COLONY; George F.; (Concord,
MA) ; MERINGER; Julie H.; (Belmont, MA) ;
MEMBRINO; Susan D.; (West Newton, MA) ; COLONY;
William Packard; (Brookline, MA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Your Call, Inc. |
Newton |
MA |
US |
|
|
Family ID: |
53398975 |
Appl. No.: |
15/723852 |
Filed: |
October 3, 2017 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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15152109 |
May 11, 2016 |
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15723852 |
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14575698 |
Dec 18, 2014 |
9751018 |
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15152109 |
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61918350 |
Dec 19, 2013 |
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Current U.S.
Class: |
463/9 ;
700/91 |
Current CPC
Class: |
A63F 13/65 20140902;
A63F 13/335 20140902; G06Q 50/34 20130101; A63F 13/2145 20140902;
A63F 13/25 20140902; A63F 13/812 20140902; A63F 13/32 20140902;
A63F 2011/0097 20130101; A63F 13/92 20140902; A63F 13/332 20140902;
A63F 2300/1075 20130101 |
International
Class: |
A63F 13/812 20140101
A63F013/812; A63F 13/65 20140101 A63F013/65; A63F 13/25 20140101
A63F013/25; A63F 13/2145 20140101 A63F013/2145; A63F 13/335
20140101 A63F013/335; A63F 13/332 20140101 A63F013/332; A63F 13/32
20140101 A63F013/32; G06Q 50/34 20120101 G06Q050/34; A63F 13/92
20140101 A63F013/92 |
Claims
1. A computerized method of facilitating state-based participation
in a live event thereby allowing fans to proactively participate in
real-time in the event, the method comprising: initiating, by a
computing device, a sequence of states in response to a start of an
activity during a real-time event, the sequence of states
comprising: a poll creation state for a first time period, the poll
creation state comprising receiving, by the computing device, a set
of options associated with the activity from a coordinator
computing device at a time corresponding to a time prior to an
execution of the activity in the real-time event; a notification
state for a second time period, the notification state comprising
sending, by the computing device, the set of options to a
registered user computing device in a format such that the sets of
options automatically displays on the registered user computing
device; a fan voting state for a third time period, the fan voting
state comprising receiving, by the computing device, a voted option
from the registered user computing device, the voted option
corresponding to one option from the set of options; a notification
state for a fourth time period, the notification state comprising
sending, by the computing device, a winning option to the
registered user computing device and the coordinator computing
device, the winning option based on a result of the fan voting
state; and an activity in action state for a fifth time period, the
activity in action state comprising receiving, by the computing
device, a result of a real-time activity based on the winning
option from an administrator computing device; when the voted
option is the winning option, assigning, by the computing device,
points to the voted option based on: the voted option corresponding
to the winning option, and a real-time score associated with the
result of the real-time activity; when the voted option is not the
winning option, assigning, by the computing device, points to the
voted option when the voted option is a more successful option than
the winning option.
2. The computerized method of claim 1, wherein each of the sequence
of states terminates upon the start of a subsequent state.
3. The computerized method of claim 1, wherein the set of options
further comprises an option override, the option override
comprising a winning option received from the coordinator computing
device.
4. The computerized method of claim 1, wherein the poll creation
state further comprises creating at least one of: a random set of
options, a set of options based on prior activity statistics, and a
set of options based on current activity statistics, when the set
of options comprises no options.
5. The computerized method of claim 1, further comprising:
receiving, by the computing device, a user profile, the user
profile corresponding to a user registered to vote in the real-time
event, the user profile comprising a user vote performance score;
updating, by the computing device, the user vote performance score
by comparing the vote with the winning option and with the result
of the real-time activity; and outputting, by the computing device,
content to the registered user computing device related to the user
vote performance score.
6. The computerized method of claim 5, wherein the content
comprises a winning option score, the winning option score
corresponding to a number of times an option selected by the user,
from the set of options associated with the poll creation state, is
the winning option.
7. The computerized method of claim 5, wherein the content
comprises at least one of voting information, challenges, and
education information, the voting information comprising a record
corresponding to how a user earned the user vote performance score,
the challenges comprising comparing the coach user vote performance
score with user vote performance scores corresponding to other user
profiles, the education information comprising at least one of
information and an activity to improve the user vote performance
score.
8. The computerized method of claim 1, further comprising
receiving, by the computing device, a duration of at least one of
the first time period, second time period, third time period and
fourth time period from the administrator computing device.
9. The computerized method of claim 1, wherein the sum of the time
periods ranges from 30 seconds to 60 seconds.
10. The computerized method of claim 1, wherein the real-time event
comprises at least one of a sporting event, a movie screening, a
game show, an award show, a sales meeting, a political event, and a
business conference.
11. A computing device for facilitating state-based participation
in a live event thereby allowing fans to proactively participate in
real-time in the event, the computing device comprising memory
containing instructions for execution by a processor, the processor
configured to: initiate a sequence of states in response to a start
of an activity during a real-time event, the sequence of states
comprising: a poll creation state for a first time period, the poll
creation state comprising receiving, by the computing device, a set
of options associated with the activity from a coordinator
computing device at a time corresponding to a time prior to an
execution of the activity in the real-time event; a notification
state for a second time period, the notification state comprising
sending, by the computing device, the set of options to a
registered user computing device in a format such that the sets of
options automatically displays on the registered user computing
device; a fan voting state for a third time period, the fan voting
state comprising receiving, by the computing device, a voted option
from the registered user computing device, the voted option
corresponding to one option from the set of options; a notification
state for a fourth time period, the notification state comprising
sending, by the computing device, a winning option to the
registered user computing device and the coordinator computing
device, the winning option based on a result of the fan voting
state; and an activity in action state for a fifth time period, the
activity in action state comprising receiving, by the computing
device, a result of a real-time activity based on the winning
option from an administrator computing device; when the voted
option is the winning option, assigning, by the computing device,
points to the voted option based on: the voted option corresponding
to the winning option, and a real-time score associated with the
result of the real-time activity; when the voted option is not the
winning option, assigning, by the computing device, points to the
voted option when the voted option is a more successful option than
the winning option.
12. The computing device of claim 11, wherein each of the sequence
of states terminates upon the start of a subsequent state.
13. The computing device of claim 11, wherein the set of options
further comprises an option override, the option override
comprising a winning option received from the coordinator computing
device.
14. The computing device of claim 11, wherein the poll creation
state further comprises creating at least one of: a random set of
options, a set of options based on prior activity statistics, and a
set of options based on current activity statistics, when the set
of options comprises no options.
15. The computing device of claim 11, wherein the processor is
further caused to: receive a user profile, the user profile
corresponding to a user registered to vote in the real-time event,
the user profile comprising a user vote performance score; update
the user vote performance score by comparing the vote with the
winning option and with the result of the real-time activity; and
output content to the registered user computing device related to
the user vote performance score.
16. The computing device of claim 15, wherein the content comprises
a winning option score, the winning option score corresponding to a
number of times an option selected by the user, from the set of
options associated with the poll creation state, is the winning
option.
17. The computing device of claim 15, wherein the content comprises
at least one of voting information, challenges, and education
information, the voting information comprising a record
corresponding to how a user earned the user vote performance score,
the challenges comprising comparing the coach user vote performance
score with user vote performance scores corresponding to other user
profiles, the education information comprising at least one of
information and an activity to improve the user vote performance
score.
18. The computing device of claim 11, wherein the processor is
further configured to receive a duration of at least one of the
first time period, second time period, third time period and fourth
time period from the administrator computing device.
19. The computing device of claim 11, wherein the sum of the time
periods ranges from 30 seconds to 60 seconds.
20. The computing device of claim 11, wherein the real-time event
comprises at least one of a sporting event, a movie screening, a
game show, an award show, a sales meeting, a political event, and a
business conference.
Description
CROSS REFERENCES TO RELATED APPLICATIONS
[0001] This application is a continuation of application Ser. No.
15/152,109, filed May 11, 2016, entitled "Computer-Implemented
Methods and Systems Enabling Fan Participation in Calling Plays at
Sporting and Other Events," which is a continuation of application
Ser. No. 14/575,698, filed Dec. 18, 2014, entitled
"Computer-Implemented Methods and Systems Enabling Fan
Participation in Calling Plays at Sporting and Other Events," now
patented as U.S. Pat. No. 9,751,018, which claims benefit of U.S.
Provisional Application No. 61/918,350, filed Dec. 19, 2013,
entitled "Computer-Implemented Methods and Systems Enabling Fan
Participation in Calling Plays at Sporting and Other Events," each
of which is incorporated herein by reference.
BACKGROUND
[0002] The present application relates generally to live events
and, more particularly, methods and systems for enabling fans or
audience members to participate in calling plays at football games
and other events.
[0003] While traditional applications of technology for user
participation in live events exist, they are generally passive
forms of user participation. For example, some traditional
entertainment shows allow fans to vote for a winner, but results
are not shown until the end of a show, or days or weeks later. Fans
can help decide which entertainer `wins`, but fans do not decide
what activity occurs from minute-to-minute. Fans have minimal
real-time impact on the real-time action.
[0004] In the context of sporting events, traditional applications
allow users to participate in a fantasy game, where they can choose
players and teams, and compete based on statistics corresponding to
real time events in the sporting events. While real time events can
affect a user's score or standing in traditional applications, the
user has no ability to participate or influence real time
events.
SUMMARY
[0005] Systems and methods are disclosed for facilitating
state-based participation in calling plays in a football game
thereby allowing fans to proactively participate in real-time in
the game with players, referees and coaches. In some aspects, the
systems and methods comprise receiving, by a computing device, a
user profile, the user profile corresponding to a user registered
to vote in a real-time football game, the user profile comprising a
coach score. In some aspects, the systems and methods comprise
initiating, by the computing device, a sequence of states in
response to a start of a play during the real-time football game.
In some aspects, the sequence of states comprise a poll creation
state for a first time period, the poll creation state comprising
receiving, by the computing device, a submission of a set of plays
from a computing device associated with a coach at a time
corresponding to a time prior to an execution of a play in the
real-time football game; a notification state for a second time
period, the notification state comprising sending, by the computing
device, the set of plays to a computing device associated with a
registered user in a format such that the sets of plays
automatically display upon the registered user device; a fan voting
state for a third time period, the fan voting state comprising
receiving, by the computing device, a vote from the registered user
device, the vote corresponding to one play from the set of plays; a
notification state for a fourth time period, the notification state
comprising sending, by the computing device, a winning play to the
registered user device and the coach device, the winning play based
on results of the vote, such that a sum of the first time period,
second time period, third time period, and fourth time period is
equal to or less than 100 seconds; and a play in action state for a
fifth time period, the play in action state comprising receiving,
by the computing device, a result of a real-time play based on the
winning play from a computing device associated with at least one
of a referee and an administrator. In some aspects, the systems and
methods comprise updating, by the computing device, the user score
by comparing the vote with the winning play and with the result of
the real-time play; and outputting, by the computing device,
content to the registered user device related to the coach
score.
[0006] In some aspects, the sequence of states terminates upon the
start of a subsequent state. In some aspects, the submission of the
set of plays further comprises a coach override, the coach override
comprising a winning play selected by the coach. In some aspects,
the poll creation state further comprises creating at least one of:
a random set of plays, a set of plays based on prior game
statistics, and a set of plays based on current game statistics,
when the submitted set of plays comprises no plays. In some
aspects, the content comprises a winning play score, the winning
play score corresponding to a number of times a play selected by
the user, from the set of plays associated with the poll creation
state, is the winning play. In some aspects, the content further
comprises at least one of a participation score and a scoring play
score, the participation score corresponding to a number of plays
where the user submits a vote, the scoring play score corresponding
to a number of times a play selected by the user results in a team
associated with the voting scoring a goal or preventing the scoring
of a goal. In some aspects, the content comprises at least one of
voting information, challenges, and education information, the
voting information comprising a record corresponding to how a user
earned the coach score, the challenges comprising comparing the
coach score with coach scores corresponding to other user profiles,
the education information comprising at least one of information
and an activity to improve the coach score. In some aspects, the
systems and methods comprise sending, by the computing device,
state information to the referee device. In some aspects, the
systems and methods comprise receiving, by the computing device, a
duration of at least one of the first time period, second time
period, third time period and fourth time period from the referee
device. In some aspects, the systems and methods comprise
outputting, by the computing device, live game information to at
least one of the user device, the coach device, and the referee
device. In some aspects, the sum of the time periods ranges from 30
seconds to 60 seconds. In some aspects, the methods and systems
described herein are not limited to football, and may also be
applied to other live events such as, e.g., soccer, baseball, golf,
hockey, basketball, movie screenings, game shows, award shows,
sales meetings, political events, and business conferences.
BRIEF DESCRIPTION OF THE DRAWINGS
[0007] FIG. 1 is a simplified block diagram illustrating an
exemplary network in which a live-game engine or system may be
implemented, according to some embodiments of the present
disclosure.
[0008] FIG. 2 is a block diagram illustrating system architecture,
according to some embodiments of the present disclosure.
[0009] FIGS. 3 and 4 are flow diagrams illustrating an exemplary
play voting cycle, according to some embodiments of the present
disclosure.
[0010] FIGS. 5-74 are exemplary screenshots illustrating operation
of the live-game system, according to some embodiments of the
present disclosure.
[0011] FIG. 75 is a simplified diagram illustrating an exemplary
game engine finite state machine, according to some embodiments of
the present disclosure.
DETAILED DESCRIPTION
[0012] When football fans watch a football game, either live or on
television, they have no involvement in how the game is played.
They know little about the plays the coach of their team is picking
to execute on the field, and have no ability to influence the
coach's play choices. Various embodiments disclosed herein are
directed to computer-implemented methods and systems for increasing
fan involvement in games by enabling fans to actively participate
in calling plays at football games.
[0013] As will be discussed in greater detail below, in accordance
with various embodiments, a computer-implemented live-game system
or engine is provided that enables fans of a team to collectively
decide in real-time which plays should be executed by their team
during a game. For each play, the coaches of the teams pick a set
of possible plays, which the fans vote on. The system tabulates the
fan votes, and the winning play can be executed on the field in
real-time. The system provides users with access to a wide variety
of information needed to participate in the system including
information on plays, player rosters, teams, stats etc. The system
also tracks each fan's coaching performance (e.g., the % of times
the fan's play choice was the winning play, the % of times the
fan's play succeeded (scored, achieved first down, gained certain
yardage), or the % of times the fan's play selection likely would
have been a better choice given the poor performance of the actual
play run on the field, etc.). The system also enables fans to
compete against one another, individually or in leagues, in their
coaching skills.
[0014] While the exemplary embodiments illustrated herein relate to
the game of American football, this is by way of example only. It
should be understood that the methods and systems for increasing
fan participation are not limited to football, and may also be
applied to other live events such as, e.g., soccer, baseball, golf,
hockey, basketball, movie screenings, game shows, award shows,
sales meetings, political events, and business conferences.
[0015] FIG. 1 illustrates an exemplary network, in which a
live-game system 100 may be implemented, according to some
embodiments of the present disclosure. The live-game system 100 can
be implemented in a computer server system, which communicates with
a plurality of client devices operated by the users of the system
100, including fans 102, the coaches/coordinators 104, 106 of the
teams playing the game, referees 108, and system administrators
110. Other users of the system can include production staff 112 and
product marketing/customer service staff 114.
[0016] The client devices communicate with the system 100 over a
communications network 116. The communications network 116 can
include any network or combination of networks including, without
limitation, the Internet, a local area network, a wide area
network, a wireless network, and a cellular network.
[0017] The client devices operated by users to access the live-game
system 100 can include any computing device that can communicate
with the computer server system including, without limitation,
personal computers (including desktop, notebook, and tablet
computers), smart phones (e.g., Apple-based smart phones and
Android-based smart phones), wearable computer devices (e.g., smart
watches and smart glasses), cell phones, personal digital
assistants, and other mobile devices. The client devices include
operating systems (e.g., Android, Apple iOS, and Windows Phone OS,
among others) on which applications run. The operating systems
allow programmers to create applications (often called "Apps") to
provide particular functionality to the devices.
[0018] A representative client device can include at least one
computer processor and a storage medium readable by the processor
for storing applications and data. The client device also can
include input/output devices, one or more speakers for acoustic
output, a microphone for acoustic input, and a display for visual
output, e.g., an LCD or LED display, which may have touch screen
input capabilities.
[0019] FIG. 2 is a block diagram illustrating system architecture,
according to some embodiments of the present disclosure. FIG. 2
shows a message listener 202, record manager 204, score manager
206, poll manager 208, Advanced Message Queuing Protocol (AMQP)
210, game manager 212, engagement service 214, coach manager 216,
vote manager 218, information service 220, referee application 222,
moderator devices 224, coach devices 226, fan devices 228, database
230, and fan connections.
[0020] Message listener 202 is active software built into the
system. It provides asynchronous event handling that defines the
initial action to be taken as each message arrives. Different
actions may be defined for different message types.
[0021] Record manager 204 includes a database for storing user
voting records (e.g., votes during a game). The database can
include any physical database or cloud-based data storage (e.g.,
Mongo database instance).
[0022] Score manager 206 includes a database for storing game
statistics (e.g., wins, losses, play executed during a game). The
database can include any physical database or cloud-based data
storage (e.g., Mongo database instance).
[0023] Poll manager 208 controls state logic for polling. As
described in more detail, polling can include a series of discrete
states.
[0024] AMQP 210 comprises an Advanced Message Queuing Protocol
(e.g., RabbitMQ). AMQP can support a variety of protocols and
includes message orientation, queuing, and routing.
[0025] Game manager 212 includes a database for storing real-time
events and statistics during a game. The database can include any
physical database or cloud-based data storage (e.g., Mongo database
instance). Game manger 212 can communicate with Ref App 222. As
described in more detail below, game manager 212 can send Ref App
222 real-time data corresponding to a game. Ref App 222 can send
instructions to Game Manager 212, based on the real-time data, to
update state information (e.g., state information for polling) and
information for display on one or more coach device 226 or fan
device 228.
[0026] Engagement service 214 represents multiple discreet services
that coordinate elements of the game experience. These services
include a user interface, logic, and storage. One of the services,
FanScore Moderator 224, stores the data behind multiple
question-and-answer games (e.g., the name of each game, one to
one-thousand questions, timing logic associated with answers for
each of the questions, and tips for each of the questions). A
person operating the FanScore Moderator can define a game, initiate
a game, and trigger the delivery of each question (e.g., the first
question is sent 10 minutes before kickoff, the second question
during the first timeout), and identify the recipients of each
question (e.g., all registered fans or fans voting with only one of
the two teams). Another service, CoachScore Moderator 224, allows
an operator to evaluate the results of plays run on the field in
real time (e.g., declaring an error on a play and assessing the
success of the play run on the field). These evaluations are then
used to create each Fan's CoachScore.
[0027] Coach manager 216 includes a database for storing coaching
records (e.g., information about plays, players, scheduling) and
other data that is used in multiple devices across the system. The
database can include any physical database or cloud-based data
storage (e.g., Mongo database instance). Coach manager 216 is in
communication with a coach application 226. Coach manager 216 can
display information in the database to the coach device and receive
edits and changes from the coach device to information in the
database.
[0028] Vote manager 218 coordinates voter polling. Vote manager 218
maintains the logic for communication and controls that
communication with fan devices 228 via fan connections 240. Fan
Connections 240 declares and manages the communication channel used
with fan devices. Vote manager 218, through a fan connection
module, can push a poll to fan device 228 and receive results from
the poll.
[0029] Fan device 228 represents the mobile devices used by fans to
participate in calling plays. The Info Service 220 includes web
services that execute key processes (e.g., retrieving fan profile
information, updating playbook information in fan apps, etc.). The
information service refers to a fast, in-memory data store 230
(e.g., Redis).
[0030] FIGS. 3 and 4 are flow diagrams illustrating an exemplary
play voting cycle, according to some embodiments of the present
disclosure. Referring to FIG. 4, prior to a game, each of the
entities in the system logs in once to backend service 420. Backend
service is described in more detail above in FIG. 2. The entities
include admin 410, a voter 412, offensive coordinator 413, and
defensive coordinator 414. Admin, at the start of the game, can
send an instruction to the backend service 420 to start the game
411. For each play, the process starts with the administrator
starting a play clock 301. In some embodiments, an administrator
starts each game, starts each play clock, and identifies each
possession switch (e.g., when possession of the ball transfers from
one team to the other). The coaches of each team are given a
predetermined amount of time (e.g., 1-60 seconds, preferably 7
seconds) to pick a set of possible plays to be voted on by the
fans. The offensive coordinator can select a set of plays 302, and
a defensive coordinator can select a set of plays 303. In some
embodiments, the offensive coordinator and defensive coordinator
each select 3 plays. The plays are pushed out via push technology
(preferably no manual refresh on the fans app is needed) to fans
who have registered with the system. Fans are then able to view the
poll 304. Fans are then given a preset time period (e.g., 1 to 60
seconds, preferably 10 seconds) to vote on the play they want their
team to execute 305. The fan votes are sent to a system database
and tabulated. The winning results are sent to the coaches 306. The
results can also be sent to the fans at the same time, again
preferably via push technology 308. Coaches then radio or otherwise
communicate the winning play to the personnel on the field, and the
fans and coaches get to see the winning play executed on the field
in real-time. The process described above can then start again for
a subsequent play.
[0031] The system provides users with access to a wide variety of
information needed to participate in the system including
information on plays, player rosters, teams, stats etc.
Fans
[0032] In one or more embodiments, fans can download a Fan App on
their client devices to access the system. FIG. 5 shows an
exemplary screenshot from the Fan App enabling users to register
and login 503 to the system, according to some embodiments of the
present disclosure. A user can access a unique URL 501 and sign in
using his/her username and password by clicking a "sign in" button
502. During the registration process, a user will enter his or her
name and choose a user name and password that will identify the
user whenever using the system. Users can also enter in secure
information, including a credit card and billing address
information if they are going to sign up for a premium or paid
product. Users can click on a "get in the action" button 504 to be
directed to a team page where they will also be asked to choose
which team they are a fan of 505, or they can go in and look at
team information before they decide. They can click a button 506 to
decide on a team once they review team information.
[0033] Fans who are registered and logged in can enter a Fan App
Dashboard as illustrated in the exemplary screenshot of FIG. 6. The
dashboard provides fans with access to a variety of content items
(illustrated in FIGS. 7-14) they can use to participate in the
live-game system. For example, Fan App Dashboard can include a
header 601, which displays details about a coming game before the
start of a game. As described in more detail below, Fan App
Dashboard can also include rattlers den 602, team banter 603,
playbook 604, injury report 605, weekly recap 606, player roster
607, my stats 608, and my achievements 609.
[0034] Fans can access team information 700, including coach and
player videos and talk sessions as illustrated in the exemplary
screenshot of FIG. 7. Also known as rattlers den, a repository of
player videos and talk sessions can be branded for each team. Fans
can be asked to choose and confirm a team selection 800, as
illustrated in the exemplary screenshot of FIG. 8. In some
embodiments, a fan has up until game time to change which team they
vote for in any given game. Fans can also access a team page, as
illustrated in the exemplary screenshot of FIG. 9. The team page
can display various details about a team, including coach videos,
player videos and talk sessions 900. Fans can also access a team
match-up page, as illustrated in the exemplary screenshot of FIG.
10. To help fans determine which team to vote with, the team
matchup page can include a comparison of game statistics for both
teams, such as running and passing 1000. The team match-up page can
also display voting statistics and averages. Fans can also access a
team list, as illustrated in the exemplary screenshot of FIG. 11.
In some embodiments, the team page lists all teams, their
conference, rank, record, coach and next game 1101. Fans can access
chat discussions 1202 and Twitter (or proprietary chat-based
service) feeds 1203 as illustrated in the exemplary screenshot of
FIG. 12. Also known as team banter, discussion and twitter feeds
can be displayed alongside an icon of a fan displayed with their
achievement level 1201. FIG. 13 is an exemplary screenshot
illustrating fan access to injury reports 1301. FIG. 14 is an
exemplary screenshot illustrating fan access to information 1401 on
each player on the team roster.
[0035] Along with this content, the system also offers fans
functionalities to track their performance--My Stats 1501 shown in
the exemplary screenshot of FIG. 15 and My Achievements 1601 shown
in the exemplary screenshot of FIG. 16. My Stats 1501 details the
Fan Coach Scores. The Coaching game logic engine of the live-game
system scores the fan's Coaching or play calling performance.
Participation 1502 indicates the % of plays that have been voted on
by the fan. Winning plays 1503 indicates the % of times the fan's
play choice was the winning play and run by the team. Scoring plays
1504 indicates the % of times a fan's play scored. My Achievements
1601 can indicate achievement levels earned by each fan.
Achievements can include Grid-Iron Ruler 1602 (e.g., voting on a
certain number of plays), Primetime Picker 1603 (e.g., picking a
certain number of plays that have been executed), Captain Endzone
1604 (e.g., picking a certain number of plays that score), and Move
the Chains 1605 (e.g., having a certain percentage of 3.sup.rd down
conversion).
[0036] In some embodiments, Coach Score can be displayed on a user
device, as shown in the exemplary screenshot of FIG. 17. The main
page can include a fan Coach Score season average 1701, a voting
section 1702, results for each week 1704, and results for each game
1705. In some embodiments, voting section 1702 includes a breakdown
of how a fan earns a Coach Score. The breakdown can include details
of Coaching game logic engine, described in more detail below. The
Coach Score page can also include a challenges section, as shown in
the exemplary screenshot of FIG. 18. Challenges can allow fans to
see their performance within head to head challenges 1800, as
described in more detail below. The Coach Score page can also
include an education section, as shown in the exemplary screenshot
of FIG. 19. The education section can include articles and
activities to allow fans to learn more about play calling 1900. In
some embodiments, articles and activities that are displayed in the
education section are selected based on a fan's Coach Score.
[0037] FIG. 20 shows screenshot of a Fan Score page, according to
some embodiments of the present disclosure. A Fan Score page can
show points fans earn by participating in events hosted by the
system 2000. A Fan Score page can include an Achievements Section,
showing fans how they have earned points 2002.
[0038] A FanScore page can also include an Events section, as shown
in the exemplary screenshot of FIG. 21. An Events section can
include links to activities where fans can earn additional points
2100. Activities can include fan contests, finding a fan voting
party, subscribing to fan alerts, and tuning into coach picks.
Activities can also include answering trivia or other questions, as
shown in the exemplary screenshot of FIG. 22. Trivia allows fans to
participate in real-time trivia and related contests 2200. In some
embodiments, each question has a time limit 2202, and a fan can
choose one of three answers 2203. A fan can gather points that
contribute to FanScore points 2204. A fan is delivered a Trivia
Answer page after answering a trivia question, as shown in the
exemplary screenshot of FIG. 23. A fan can be shown a correct
answer, their answer, and an explanation of the correct answer
2300. FIG. 24 shows a screenshot of a rewards page, in accordance
with certain embodiments. Fan Points can be accumulated and
redeemed for real merchandise and digital goods 2400.
[0039] Fans may participate in Challenges, as shown in the
exemplary screenshot of FIG. 25. Fans can initiate challenges 2501
and define a type of challenge 2502. Challenges may be decided by
CoachScore, a measure of effective play-calling. Challenges may
also be decided by FanScore earned by answering trivia or other
questions 2200. Challenges can involve individual players or
player-defined leagues. The duration of a challenge can last any
amount of time (e.g., single game, weekend, or season). A
Challenges Page, as shown in the exemplary screenshot of FIG. 26,
can also include real time requests for challenges 2600. Fans can
choose either to accept or reject a real time challenge 2601.
[0040] Fans can also access real-time results on the system, as
shown in the exemplary screenshot of FIG. 27. Real time results
include allowing fans to see in real-time how they are performing
in their CoachScore and FanScore challenges as well as any pending
invites 2700. Real time results can also include rankings, as shown
in the exemplary screenshot of FIG. 28. Fans can see in real-time
where they are ranked for both CoachScore and FanScore 2800.
[0041] FIG. 29 is a screenshot illustrating a coach score engine,
according to some embodiments of the present disclosure. Coaching
game logic engine (also referred to in the present disclosure as
"CoachScore Engine") can determine each player's CoachScore. In
some embodiments, coach score ranges from 50-100. Unlike
traditional "fantasy" points, Coach Score is not merely additive.
Each player's Coach Score can be calculated after each drive and
can naturally vary through the course of each game. CoachScore
Engine first receives a coach bundle, which can include 3 plays.
CoachScore Engine assigns a historical "Adjusted Yardage" 2900
based on data from prior games. The historical Adjusted Yardage
2900 can be calculated automatically from the data from prior
games, as described in more detail below. The play run on the field
is then scored on the yards gained on the field, augmented by
positive modifiers for good results (e.g., earning a first down or
scoring) or negative modifiers (e.g., resulting in a sack of the
quarterback or lost yards) 2901. The three plays' Adjusted Yardage
scores (two historical, one actual) are then ranked, highest to
lowest, 1.sup.st, 2.sup.nd, and 3.sup.rd. Each play is then
assigned points 2902 based on its ranking. The points are
continuously summed and adjusted for tempo 2903. Tempo adjustments
2903 allow scoring to be consistent, whether the game is partially
complete or complete and whether a team runs a fewer number or a
greater number of plays (e.g., 65 plays or 85).
[0042] FIG. 30 is a screenshot illustrating a coach score engine
moderator, according to some embodiments of the present disclosure.
The moderator application can rate the play actually run on the
field versus the historical expectations of the other two
non-winning plays. The coach score moderator application can rank
(e.g., good, neutral, bad or 1.sup.st, 2.sup.nd, 3.sup.rd) the play
result seen on the field relative to the historical expectations of
the two plays not selected, and submit any additional factors,
especially errors (dropped pass, fumble, etc.), that impact the
assessment of the play 3002. The application can display which
plays are suggested by a coach and which play was run on a field
3000 3001. The ranking can come from a human operator or can be
determined by a computing device.
[0043] FIG. 31 is a screenshot illustrating the calculation of
historical Adjusted Yardage within a coach score engine, according
to some embodiments of the present disclosure. Each play can have a
stored adjusted yardage value calculated from historical data and
the adjusted yardage algorithm. In both pre-time and real-time, the
system can calculate historical Adjusted Yardage from historical
results 3100. This calculation starts by identifying all plays
previously run, noting their results (e.g. yardage gained, 1.sup.st
downs gained, scoring, game, play #, etc.), annotating each play
with additional scenario identifiers (e.g., team, defense faced,
game #, field position, time, down, distance, play type, in-game
play #, etc.), grouping these play-scenario combinations,
calculating typical yardage gained for each play-scenario
combination 3100, and, finally, enhancing typical yardage with
1.sup.st-down and scoring trending 3101 to produce a historical
Adjusted Yardage number for each play in each scenario. The
adjusted yardage calculation weighs results from the current game,
current teams, and more recent games more heavily than results from
less current and less pertinent teams.
[0044] The Playbook section of the Fan App is indicated by way of
example in the screenshot of FIG. 32. The playbook details the
plays for the fan's team 3200. The fan can sort by Play Type
Formation 3201. Each play includes a Detailed diagram, Simple Name,
Coach Name, etc. 3202. The Playbook section can also include
Playbook Detail, as shown in the exemplary screenshot of FIG. 33.
Every play in a team's playbook can be clicked on to offer more
detail, past performance, and video to illustrate the play and its
performance history 3300.
[0045] The content items discussed above are live and active
content during an actual game. When a game starts, the Fan App
automatically changes to a gamecasting/push app determined by a
League Official as shown in the exemplary screenshots of FIGS. 34
and 35. During the game, the Fan App automatically displays game
information 3400 3500 such as the teams playing, which quarter, the
time/game clock, the score, which team has possession, and down and
distance.
[0046] Once a game is in progress and a fan is logged in correctly,
the system automatically pushes a vote to the app as shown in the
exemplary screenshots of FIGS. 36 and 37. Fans can see a push of
the vote of coaches play choices visually through the voting
screen, manually through a buzz, and/or aurally through a tone 3600
3700. The screen displays down, distance, field position, and game
time in real time 3601. The screen can also display play choices as
graphical renditions of the plays as well as text 3701. Visually
through graphical renditions of plays, fans can see the three coach
choices 3602. Fans can also choose to Skip Vote 3603 by clicking an
"x" button 3702 or clicking a "close" button 3703, if desired.
[0047] Once fans receive a poll from the system as illustrated in
the exemplary screenshots of FIGS. 38 and 39, they can vote with a
single touch of the play of their choice 3800 3900. In one
embodiment, their chosen play is marked 3801 and automatically sent
to be tabulated to the back-end service of the system. In another
embodiment, fans can choose to change their vote by clicking a
"change vote" button 3901. Fans then watch the winning play
executed on the field. As shown in the exemplary screenshots of
FIGS. 40 and 41, the Fan App shows fans when their play has been
selected to be run on the field 4100 and what % of fans voted for
each play 4000 4101. As shown in the exemplary screenshot of FIG.
42, the Fan App can also show fans when their play has not been
selected to be run on the field 4200. When a fan's play is not
selected, they are also shown the winning play 4201.
[0048] In addition to the live football game, fans can compete
against other fans and other groups of fans on their coaching
expertise. Fans can choose and structure the ways in which they
want to compete 4300 as shown in the exemplary screenshot of FIG.
43. Game dimensions can include, e.g., Single game vs. season,
Player vs. player, Intra and Extra-team leagues, Player-defined
leagues, and League vs. league. Fans can compete using their
Coaching Score in additional to their Achievements as shown in the
exemplary screenshot of FIG. 44. A coach score is derived from the
actual and typical results of the plays voted on by fans 4400.
Scores are normalized to adjust for differences in team styles and
results.
Coaches/Coordinators
[0049] The system allows coaches/coordinators to enter plays or
formations to facilitate player coaching, game planning, and play
selection. As shown in the exemplary screenshot of FIG. 45,
coaches/coordinators can enter multiple name types 4501 and a
description 4502 for new plays and formations. Coaches/coordinators
can apply standard tags to each play 4503 including, e.g., "opening
script", "short yardage", "medium yardage", "long yardage", "pass",
"run", "game 1", "game 2". Coaches/coordinators can define new tags
4504 and can attach images to each play 4505.
[0050] As shown in the exemplary screenshot of FIG. 46,
coaches/coordinators can manage playbooks. They can search for
plays by multiple categories 4601 and edit play names, tags,
formations, etc. 4602.
[0051] Coaches/coordinators can build scripts of plays that can be
used for game planning, coaching, and easy selection as shown in
the exemplary screenshot of FIG. 47. Coaches/coordinators can
select and/or create script names/tags 4701. They can create poll
names 4702 and assign plays to poll names 4703.
[0052] As shown in the exemplary screenshot of FIG. 48,
coaches/coordinators can organize and present plays in various
fashions 4801, view plays on screen 4802, and print plays for game
day 4803.
[0053] As shown in the exemplary screenshot of FIG. 49, production
team members can manage plays for presentation to fans. They can
enter multiple name types for plays 4901 and a fan playbook
description 4902, and attach a simple play diagram 4903.
[0054] Coaches/coordinators can pick plays to be voted on by fans
as shown in the exemplary screenshot of FIG. 50.
Coaches/coordinators can access the screen from a unique URL of the
coach application 5000. Coaches/coordinators log in, click on 3
plays 5001, and click on a Commit Plays button 5002 to confirm the
choice. If no plays are committed, the system automatically assigns
3 plays after a given period of time (e.g., 7 seconds). The Coach
receives the play that won the highest percentage of votes 5100 as
shown in the exemplary screenshot of FIG. 51.
[0055] FIG. 52 shows a screenshot of a coach application, according
to some embodiments of the present disclosure. Coach application
can communicate game status 5200. Game status can include a game
quarter, a score, location of the ball, team with possession, and
down information. Coach application also allows a coach to choose
plays sent to fans 5202. Plays sent to fans can include either
pre-defined bundles of plays (e.g., in bundles of three) or
individually-selected plays 5204. Coach application can include a
visual depiction of selected plays to the coach 5205. Coach
application can also allow the coach to override and select a
singular play for a number of times a game 5206.
[0056] As shown in FIG. 53, in accordance with one or more
embodiments, a coach can also elect to override the vote and select
the play himself or herself. Coaches can be allowed a certain
number of overrides per half (e.g., 4), and users can be notified
immediately with a push notification on their device.
Coach Management System
[0057] According to some embodiments, a Coach Management System
allows coaches to select their plays during games and coordinate
other aspects of planning and executing plays during a game. An
interface allows coaches to pick a set of plays offered to fans
during each play, to see the winning play selected by fans, and to
call "overrides" when they have to get their play run.
[0058] In some embodiments, the Coach Management System allows
football coaches to manage everything about a football team, as
described in more detail below. Briefly, a roster module can store
the names, profiles, and video of all players. Scouting can keep
the profiles and assessments of all potential draftees and opposing
players. Medical Manager can track all injuries, readying them for
the injury report. Playbook can give coaches a place to create any
play they want, to organize each play by any attribute, and to
create installs, scripts, and game plans for any situation.
Calendar can allow assistant coaches to structure daily coaching
plans that roll up into weekly and seasonal plans managed by head
coaches. Analytics can allow coaches to understand the performance
of all plays by situation, package and player.
[0059] FIG. 54 is a screenshot illustrating a coaching management
system overview, according to some embodiments of the present
disclosure. The Coaching Management System can enable efficient,
data- and system-driven management of most aspects of a football
team, including: Personnel management, Playbook management, Game
plan management, Player education, Scouting and Injuries 5400. For
personnel management, the system will capture past and current of
player(s), plays the player partakes in and the performance of that
player in given situations--home, away, etc. For Playbook
management, the system will capture all aspects of the playbook
from individual plays, video links of the play, players associated
with the play etc. For Game Plan Management, the system will allow
the coaching staff to detail out all aspects of the upcoming
opponent and plan out the game by quarter, by player personnel, by
situations like down and distance etc. For Scouting and Injuries,
the system would like with scouting reports, interface with video
footage of scouting sessions and offer real-time insights on
injuries directly from the training and strength and conditioning
staff.
[0060] FIG. 55 is a screenshot illustrating a play section within a
coaching management system playbook, according to some embodiments
of the present disclosure. From the play section, a coach can store
plays 5500, filter plays by situation (e.g., down, distance, zone,
game time, etc.) 5501, filter plays by package 5502 (an indicator
of the number of running backs, tight ends, and receivers on the
field), filter plays by type (e.g., run, pass, play action, special
teams, etc.) 5503, and add plays 5504. Adding a new play involves
entering a play name, illustrating the action of the play, and
attaching the appropriate filters to the play.
[0061] FIG. 56 is a screenshot illustrating a bundles section
within a coaching management system playbook, according to some
embodiments of the present disclosure. In the bundles section,
plays can be organized into bundles of multiple plays (e.g., three
plays) that can be selected by a coach 5601. Each bundle represents
a reasonable set of plays for a given game scenario--a set that
makes sense for the coach and the fan. Organizing plays into
bundles makes it easier to present multiple plays to voting fans.
The bundles are entered into the system 5602 at the direction of
the coach orchestrating the game plan and typically calling the
plays. A coach may assign a bundle number such as "R12" 5603 so
that it is easier to call plays during a live game.
[0062] FIG. 57 is a screenshot illustrating an installs section
within a coaching management system playbook, according to some
embodiments of the present disclosure. In the installs section,
plays can be organized into groups of installs. In some
embodiments, installs include plays that teams will learn in an
upcoming period of time 5701. Installs can be sorted by date 5702
and new installs can be added 5703.
[0063] FIG. 58 is a screenshot illustrating a player roster section
in a coaching management system, according to some embodiments of
the present disclosure. In the roster section, players on the
roster can be stored 5800, sorted and searched by various
attributes 5801. For example, a member of the coaching staff could
sort/filter the players by offense, defense or special teams.
Players can be assigned to groups 5802, which indicate the position
they play. They can also be assigned to packages 5803, which
indicate the number of running backs, tight ends, receivers and
other personnel on the field, sometimes called the personnel
grouping. Players can be viewed by groups 5900, as shown in the
exemplary screenshot of FIG. 59, and by packages 6000, as shown in
exemplary screenshot of FIG. 60.
[0064] FIG. 61 is a screenshot illustrating a personnel view in a
coaching management system, according to some embodiments of the
present disclosure. Personnel view includes access to detailed
personnel information, such as participation in formations and play
statistics 6100.
[0065] FIG. 62 is a screenshot illustrating a game plan section in
a coaching management system, according to some embodiments of the
present disclosure. In the game plan section, game plans for an
upcoming weekend can be created 6200. Plays can also be selected
for a game sheet 6201, pages can be added to a game board 6202,
plays can be dragged in or out of a game plan 6203, columns of
plays can be cleared 6204, and game plans can be saved 6205. A game
plan 6200 is embodied within a game board. A game board is made up
of one or more game sheets. A game sheet is made up of multiple
scripts 6300, described below, and plays organized by
situation.
[0066] FIG. 63 is a screenshot illustrating script creation in a
coaching management system, according to some embodiments of the
present disclosure. In some embodiments, a script includes a series
of plays run in sequence during specific scenarios: start of game,
start of second half, goal line within the five yard line, etc.
Plays can be added to a script from other scripts and playlists
6302. Scripts can be created 6300 and assigned to a practice day
6300. Scripts can also be assigned to be practiced for specific
game and opponents 6400, as shown in the exemplary screenshot of
FIG. 64.
[0067] FIG. 65 is a screenshot illustrating a game plan play sheet
section in a coaching management system, according to some
embodiments of the present disclosure. A play sheet 6500 can be
generated that allows quick selection of bundles and plays during a
game. For example, a member of the coaching staff can see all of
the bundles (sets of plays) for the situation 3.sup.rd and long.
This allows the coaching staff to quickly choose the plays to push
out to fans based on the situation on the field.
[0068] FIG. 66 is a screenshot illustrating a calendar section in a
coaching management system, according to some embodiments of the
present disclosure. A schedule can be created to install a game
plan for a specific game 6600. Game plans can be organized by
category 6601, assigned to time slots in a calendar 6602, and
organized for viewing by day or week 6603. A schedule can also
include a scroll feature to view earlier and later events 6604.
Events for the day can also appear in list format to identify
points of emphasis for the day 6605. Points of emphasis could mean
players on the injury report who won't be reporting to practice,
for example. Events can also be viewed by week, as shown in the
exemplary screenshot of FIG. 67. A team schedule can be viewed by
week 6701 and events can be organized by time slot and emphasis
6702. A team schedule can also be viewed by day 6800, as shown in
the exemplary screenshot of FIG. 68.
[0069] FIG. 69 is a screenshot illustrating scouting reports in a
coaching management system, according to some embodiments of the
present disclosure. Scouting reports can be viewed and sorted by
date 6900. Scouting reports can also be created 6901.
[0070] FIG. 70 is a screenshot illustrating analytics in a coaching
management system, according to some embodiments of the present
disclosure. A variety of analytics reports can be delivered by
team, game, opponent, offense, and defense 7000.
Referees/Admin
[0071] As shown in the exemplary screenshot of FIG. 71, the
administrator (admin) can manage a game by accessing the system
through a unique URL and login 7101. The admin can enter down,
distance, score, quarter, time (and save changes) during a game
7102. The admin can start the next set of plays once the referee
(on the field) has placed the ball 7103. At this point, the coaches
will receive a notification on their app that they have a set
amount of time (e.g., 7 seconds) to input the next set of plays.
The admin can also indicate a change in possession as needed, at
which time a push notification will be sent out to all users that
offense and defense has switched.
[0072] FIG. 72 shows a screenshot of a referee application,
according to some embodiments of the present disclosure. A referee
application indicates a status of the system. A status of the
system is described in more detail below. Briefly, a status of the
system can include ready for next play, coaches selecting plays,
etc. 7200. A referee application can include a link to initiate a
play 7201, to release a winning play (e.g., results of a play) to
the fans 7202, and to switch possession of the ball to indicate
which team is on offense and defense 7203. There can also include
an input to select coach selection time and fan voting time. Coach
selection time and fan voting time can define the length of states
during a poll, as described in more detail below.
Game Day/Non-Game Day Production Personnel
[0073] Production personnel can access the system as shown in the
exemplary screenshot of FIG. 73. Production personnel can view
participation statistics in real time of concurrent users on the
system 7300, send notifications if they are not participating 7301,
troubleshoot for technical issues 7302, and alert
Marketing/Customer service to flag for retention and participating
strategies like rewards, etc. 7303.
Team Product Marketing/Customer Service
[0074] As shown in the exemplary screenshot of FIG. 74, the system
allows product marketing/customers service to view participation
statistics in real time as well as analyzing data during non-games
7401. They can use data to custom tailor "MyStat" 7402 and
MyAchievements" to various fans. They can also tap the fan analytic
database to reach out to inactive fans and try to re-engage them
and other marketing/service details 7403.
Game Engine: Finite State Machine
[0075] FIG. 75 illustrates an exemplary finite state machine,
according to some embodiments of the present disclosure. The Game
Engine is a system for organizing and running an official football
game. This includes orchestrating exchanges between the fans,
coaches, and referees via a central software solution.
[0076] The system is modeled as a finite state machine. This means
the system is in exactly one state at any given time. As different
actions occur (referee pushing a button, timer completed, etc.) the
system moves onto other states. These states define what is
possible and occurring at any given moment. The finite machine can
be executed by a computing device.
(1) Pregame 7501
[0077] When a new game is created and scheduled, its first state is
the "pregame" state. The system has been configured with two teams,
but the game hasn't actually started yet. In this state users will
be able to interact with the game in different ways from when the
game is running. This might include interactions/planning with
their team coach.
[0078] The only action from here that will change the state of the
game is having the appropriate official input the command to start
the game (via the Admin Application). This will transition the game
to the state "coach creating polls".
[0079] All states except "pregame" and "game over" are considered
to mean the game is currently "active".
(2) Coach Creating Polls 7502
[0080] This state means the coaches are currently selecting plays
for inclusion in polls that will be sent out to and voted on by
fans. Coaches may also submit a "coach override" during this time.
In this state, the system accepts play choice options for a poll
from the Coach Application. A timer is started which can
automatically transition to the "notifying fans of polls" state.
The timer can range between 1 second and 60 seconds. In some
embodiments, the timer is set for seven seconds.
(3) Notifying Fans of Polls 7503
[0081] This state means the system is currently working to send
both polls (one for each team) to their fans. In this state,
coaches are no longer able to submit play choice options for a
poll. A timer is started that will automatically transition to the
"fan voting" state. The timer can range between 1 second and 60
seconds. In some embodiments, the timer is set for two seconds. The
system verifies that each coach was able to create a poll. If a
coach didn't create their poll, the system can create a poll for
them and populate it with three random play options. Once both
polls are ready they are transmitted to all fans.
(4) Fan Voting 7504
[0082] This state means the system is accepting votes from all
fans. In this state, the poll sent to the fan in the previous state
is made visible now. Vote submissions are now accepted by the
system. A timer is started which automatically transitions the game
to the "notify everyone of results" state. The timer can range
between 1 second and 60 seconds. In some embodiments, the timer is
set for ten seconds.
(5) Notifying Users of Results 7505
[0083] This state means the system is sending out vote results to
all fans and coaches. In this state, votes are no longer accepted
by the system. Poll voting results are tabulated and a winning play
or a tie is determined for each poll. A summary of each poll
results are broadcast to all fans and coaches. A record of the vote
summaries is stored for future use. A timer is started which
automatically transitions the game to the "play in action" state.
The timer can range between 1 second and 60 seconds. In some
embodiments, the timer is set for two seconds.
(6) Play in Action 7506
[0084] This state means that the winning plays are now being
executed on the field by the actual football players. The system is
waiting for input via the Admin Application about the final result
of the play. Depending on the results, the game can transition into
two different states: [0085] 1. If the system determines the game
is over then the game transitions into the state "game over".
[0086] 2. If the game is not technically over, then the system
waits for a command from an official to start the next entire
polling process. This is done by transitioning the game into the
"coach creating polls" state again.
(7) Game Over 7507
[0087] In this state the game is now over and is no longer capable
of going back to any of the other states.
[0088] In some embodiments, the total execution time for the first
four states is under 100 seconds. In some embodiments, the total
execution time is in between 30 and 60 seconds.
[0089] The processes of the live-game system described above may be
implemented in software, hardware, firmware, or any combination
thereof. The processes are preferably implemented in one or more
computer programs executing on a programmable computer (which can
be part of the computer server system) including a processor, a
storage medium readable by the processor (including, e.g., volatile
and non-volatile memory and/or storage elements), and input and
output devices. Each computer program can be a set of instructions
(program code) in a code module resident in the random access
memory of the computer. Until required by the computer, the set of
instructions may be stored in another computer memory (e.g., in a
hard disk drive, or in a removable memory such as an optical disk,
external hard drive, memory card, or flash drive) or stored on
another computer system and downloaded via the Internet or other
network.
[0090] Having thus described several illustrative embodiments, it
is to be appreciated that various alterations, modifications, and
improvements will readily occur to those skilled in the art. Such
alterations, modifications, and improvements are intended to form a
part of this disclosure, and are intended to be within the spirit
and scope of this disclosure. While some examples presented herein
involve specific combinations of functions or structural elements,
it should be understood that those functions and elements may be
combined in other ways according to the present disclosure to
accomplish the same or different objectives. In particular, acts,
elements, and features discussed in connection with one embodiment
are not intended to be excluded from similar or other roles in
other embodiments.
[0091] Additionally, elements and components described herein may
be further divided into additional components or joined together to
form fewer components for performing the same functions. For
example, the computer server system may comprise one or more
physical machines, or virtual machines running on one or more
physical machines. In addition, the computer server system may
comprise a cluster of computers or numerous distributed computers
that are connected by the Internet or another network.
[0092] Accordingly, the foregoing description and attached drawings
are by way of example only, and are not intended to be
limiting.
[0093] Those of skill in the art would appreciate that the various
illustrations in the specification and drawings described herein
can be implemented as electronic hardware, computer software, or
combinations of both. To illustrate this interchangeability of
hardware and software, various illustrative blocks, modules,
elements, components, methods, and algorithms have been described
above generally in terms of their functionality. Whether such
functionality is implemented as hardware, software, or a
combination depends upon the particular application and design
constraints imposed on the overall system. Skilled artisans can
implement the described functionality in varying ways for each
particular application. Various components and blocks can be
arranged differently (for example, arranged in a different order,
or partitioned in a different way) all without departing from the
scope of the subject technology.
[0094] Furthermore, an implementation of the communication protocol
can be realized in a centralized fashion in one computer system, or
in a distributed fashion where different elements are spread across
several interconnected computer systems. Any kind of computer
system, or other apparatus adapted for carrying out the methods
described herein, is suited to perform the functions described
herein.
[0095] A typical combination of hardware and software could be a
general purpose computer system with a computer program that, when
being loaded and executed, controls the computer system such that
it carries out the methods described herein. The methods for the
communications protocol can also be embedded in a computer program
product, which comprises all the features enabling the
implementation of the methods described herein, and which, when
loaded in a computer system is able to carry out these methods.
[0096] Computer program or application in the present context means
any expression, in any language, code or notation, of a set of
instructions intended to cause a system having an information
processing capability to perform a particular function either
directly or after either or both of the following: a) conversion to
another language, code or notation; b) reproduction in a different
material form. Significantly, this communication protocol can be
embodied in other specific forms without departing from the spirit
or essential attributes thereof, and accordingly, reference should
be had to the following claims, rather than to the foregoing
specification, as indicating the scope of the invention.
[0097] The communications protocol has been described in detail
with specific reference to these illustrated embodiments. It will
be apparent, however, that various modifications and changes can be
made within the spirit and scope of the disclosure as described in
the foregoing specification, and such modifications and changes are
to be considered equivalents and part of this disclosure.
* * * * *