WO2021130519A1 - System and method for in game event management - Google Patents

System and method for in game event management Download PDF

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Publication number
WO2021130519A1
WO2021130519A1 PCT/IB2019/061289 IB2019061289W WO2021130519A1 WO 2021130519 A1 WO2021130519 A1 WO 2021130519A1 IB 2019061289 W IB2019061289 W IB 2019061289W WO 2021130519 A1 WO2021130519 A1 WO 2021130519A1
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WO
WIPO (PCT)
Prior art keywords
game
player
event
selection
game event
Prior art date
Application number
PCT/IB2019/061289
Other languages
French (fr)
Inventor
Omer KADOSH
Boaz KADOSH
Original Assignee
Kadosh Omer
Kadosh Boaz
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Kadosh Omer, Kadosh Boaz filed Critical Kadosh Omer
Priority to PCT/IB2019/061289 priority Critical patent/WO2021130519A1/en
Publication of WO2021130519A1 publication Critical patent/WO2021130519A1/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention is directed gaming systems and methods for managing in-game events.
  • in game in-game or in-play (collectively referred to hereinafter as “in game”) wagering.
  • an event occurs during the game, such as a penalty kick on soccer or football.
  • Random persons may place a bet against the house at house set odds, as to whether the shooter will score a goal. Should the shooter be a good player, odds to score the goal are high, while odds to not score are low. Accordingly, for this event, a two dollar bet to score may pay $2.25, while that same two dollar bet to not score (keeper save or miss) may pay $3.50.
  • the present invention provides systems and methods for managing and administering in game events, including selections corresponding to wagers on these in-game events.
  • the present invention provides a closed system for managing wagering on in-game events.
  • the present invention provides a closed system of a preset pool of players, who have registered with the system, and who are approved or otherwise authorized to participate in the game and make selections on the in-game events, for which a wagering amount has been predetermined.
  • the game does not have preset odds, and the players in the closed group of players (registered and authenticated players), are not betting on odds. Rather, like a lottery, the betting ratio is unknown until the in-game event concludes, and the payout to the winners of the in-game event comes from the losers of the in-game event.
  • the present invention provides a closed system of a preset pool of players, who make selections of in-game events on their selection devices, from a broadcast game.
  • the players who make the selections have registered with the system, and are approved or otherwise authorized to participate in the game and make selections on the in-game events, for which a selection or wagering amount has been predetermined.
  • the present invention provides for games, e.g., basketball, baseball, hockey and American Football (National football League) games, football, rugby and cricket matches, horse and automobile races, other contests, and the like.
  • the betting ratio for the in-game event is unknown to all parties, players and the system, until the event has concluded.
  • the amount of each in game bet or wager is set by the system 100, and the time period to bet is preset for each in-game wagering event, e.g., 20 seconds for a basketball free throw, for example, to cover the time from the establishing of the in-game event, i.e., a foul has been called and a free throw will be taken, to the time before the free throw is taken by the shooter. Only after the event is over or complete, does the betting ratio/odds become known, as it is based on all of the players’ wagers.
  • the invention is directed to a method for gaming.
  • the method comprises: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
  • the method is such that each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
  • the method is such that all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
  • the method is such it additionally comprises repeating b), c) and d) until the game is over.
  • the method is such that the monetary amount is the same for all in-game events of the game.
  • the method is such that monetary amount is different for at least two in-game events of the game.
  • the method is such that the monetary amount is determined when the game is selected.
  • the method is such that the monetary amount is determined when the in-game event is selected.
  • the method is such that it additionally comprises: admitting a player into the game while the game is not over.
  • the method is such that each player is registered with an entity associated with the game.
  • the method is such that the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in-game event.
  • the method is such that the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
  • the present invention is directed to a computer system for gaming.
  • the system comprises: a storage medium for storing computer components; and, at least one processor for executing the computer components.
  • the computer components comprise: a first component for selecting a game from which in game events are provided; a second component for determining an in-game event within the game; a third component for creating data corresponding to a display for displaying selections for the in-game event, for rendering on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; a fourth component for transmitting the data corresponding to the display to player selection devices, in response to the in-game event being determined; and, a fifth component for receiving input for a selection from the device associated with each player.
  • the computer system is such that it additionally comprises: a sixth component for admitting players to the game.
  • the computer system is such that it additionally comprises: a seventh component for determining the monetary amount associated with the player selections for the in game event.
  • the computer system is such that it additionally comprises: an eighth component for registering each player.
  • the present invention is directed to a computer usable non-transitory storage medium having a computer program embodied thereon for causing a suitably programmed system to administer gaming, by performing the following steps when such program is executed on the system.
  • the steps comprise: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
  • the computer usable non-transitory storage medium is such that each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
  • the computer usable non-transitory storage medium is such that all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
  • the computer usable non-transitory storage medium is such that the steps additionally comprise: repeating steps b), c) and d) until the game is over.
  • the computer usable non-transitory storage medium is such that the monetary amount is the same for all in-game events of the game.
  • the computer usable non-transitory storage medium is such that the monetary amount is different for at least two in-game events of the game.
  • the computer usable non-transitory storage medium is such that the monetary amount is determined when the game is selected.
  • the computer usable non-transitory storage medium is such that the monetary amount is determined when the in-game event is selected.
  • the computer usable non-transitory storage medium is such that the steps additionally comprise: admitting a player into the game while the game is not over.
  • the computer usable non-transitory storage medium is such that the steps additionally comprise: registering each player with an entity associated with the game, prior to admitting the player to the game.
  • the computer usable non-transitory storage medium is such that the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in-game event.
  • the computer usable non-transitory storage medium is such that the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
  • a uniform resource locator is the unique address for a file, such as a web site or a web page, which is accessible over Networks including the Internet.
  • a “computer” includes machines, computers and computing or computer systems (for example, physically separate locations or devices), servers, computer and computerized devices, processors, processing systems, computing cores (for example, shared devices), and similar systems, workstations, modules and combinations of the aforementioned.
  • the aforementioned “computer” may be in various types, such as a personal computer (e.g., laptop, desktop, tablet computer), or any type of computing device, including mobile devices that can be readily transported from one location to another location (e.g., smart phone, personal digital assistant (PDA), mobile telephone or cellular telephone).
  • PDA personal digital assistant
  • a “server” is typically a remote computer or remote computer system, or computer program therein, in accordance with the “computer” defined above, that is accessible over a communications medium, such as a communications network or other computer network, including the Internet.
  • a “server” provides services to, or performs functions for, other computer programs (and their users), in the same or other computers.
  • a server may also include a virtual machine, a software based emulation of a computer.
  • GUI graphical user interfaces
  • FIG. 1 is a diagram of an example environment for the invention
  • FIG. 2 is a diagram showing the architecture of the home server of FIG. 1 ;
  • FIG. 3, formed of FIG. 3 A and FIG. 3B, is a flow diagram of an example process of the invention.
  • FIGs. 4A-4C are diagrams showing the wagering process in accordance with FIG. 3.
  • aspects of the present invention may be embodied as a system, method or computer program product. Accordingly, aspects of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a "circuit,” “module” or “system.” Furthermore, aspects of the present invention may take the form of a computer program product embodied in one or more non-transitory computer readable (storage) medium(s) having computer readable program code embodied thereon.
  • FIG. 1 shows an exemplary operating environment, including a network(s) 50 (hereinafter “network”), to which is linked a home server (HS) 100, also known as a main server or main computer, these terms used interchangeably herein.
  • the home server 100 also supports a system 100’, either alone or with other, computers, including servers, components, and applications, e.g., client applications, associated with either the home server 100, as detailed below.
  • the network 50 is, for example, a communications network, such as a Local Area Network (LAN), or a Wide Area Network (WAN), including public networks such as the Internet.
  • LAN Local Area Network
  • WAN Wide Area Network
  • the network 50 is, for example, the Internet.
  • the network 50 although shown as a single network, may be a combination of networks and/or multiple networks including, for example, in addition to the Internet, one or more cellular networks, wide area networks (WAN), and the like.
  • "Linked" as used herein includes both wired or wireless links, either direct or indirect, and placing the computers, including, servers, components and the like, in electronic and/or data communications with each other.
  • the system 100’ performs the various processes in accordance with the present invention, as detailed below.
  • the home server 100 and the system 100’ therein, is such that data is received and transmitted to servers, computers and devices linked to the network 50, as detailed herein.
  • the system 100’ for example, of the home server 100, is of an architecture that includes one or more components, engines, modules and the like, for providing the various functions of the invention including a closed pool of players associated with a game in which in-game events or events are wagered on among the players in the closed pool, for the particular game.
  • the home server (HS) 100 may be associated with additional storage, memory, caches and databases, both internal and external thereto.
  • the home server (HS) 100 may have a uniform resource locator (URL) of, for example, www.hs.com. While a single home server (HS) 100 is shown, the home server (HS) 100 (and system 100’) may be formed of multiple servers and/or components.
  • An Application Server 102 includes one or more applications (APPs) 103.
  • the application APP 103 obtained from this server 102 may be downloaded onto devices, such as the player’s 120 smart phone 122, computer or the like (the smart phone 122 also referred to herein as “selection device”).
  • the application (APP) 103 includes code segments which map to the system 100’ of the home server 100, for allowing the player’s selection device computer, or the like to interact with the system 100’ as detailed herein. There are also code segments, including self-executing instructions, for performing functions such as setting up graphics for display on the selection device 122 for placing selections for in-game events, or events.
  • a system administrator computer 104 run by a system administrator (also referred to by element number 104) links to the network 50, and allows for intervention of the system administrator 104 with the home server 100 and the system 100’.
  • a typical interaction of the system administrator 104 includes watching the broadcast of the live game 106’, and determining when there is an in-game event or “event” for wagering. With the event determined, the system administrator 104 sends an indicator to the home server 100 and the system 100’ in order that the system 100’ set and start a time period for player selections for an in-game event.
  • the system 100’ to sends data to a selection device 122, e.g., smart phone running an Application 103 mapped to the system 100’, of each authorized player 120 for the game, the data for presenting and administering a display of the selections for the in-game event.
  • a selection device 122 e.g., smart phone running an Application 103 mapped to the system 100’
  • the in-game event is coordinated with the game broadcast 106, and starts and concludes within a predetermined allotted time, where the player 120 is allowed to make his selection for the in-game event, by inputting his selection on a display 406 (FIGs. 4A and 4B) on his selection device 122, prior to the conclusion of the predetermined allotted time (or other system administrator termination) to make the selection.
  • the live game 106 feed is, for example, sent to a broadcasting server 110, and also is broadcast over media such as communications networks, television networks, radio networks, and the like, so as to be broadcast 106” to a player 120 on a display device, such as a computer (monitor) or display screen) 125, tablet computer, smart phone, television 125, radio 126, or the like (via the broadcasting server 110), or to a television 125 or radio 126 over conventional broadcasting networks.
  • a display device such as a computer (monitor) or display screen) 125, tablet computer, smart phone, television 125, radio 126, or the like (via the broadcasting server 110), or to a television 125 or radio 126 over conventional broadcasting networks.
  • the system 100’ is such that the player’s 120 selection device 122, and selection data presented and displayed thereon, is coordinated with the game broadcast 106, so that in-game events, and the selection time period therefor (the time period where the player may make a selection for the in-game event), concludes prior to the in-game event actually taking place.
  • the in-game is a free throw in basketball, a penalty kick in soccer, a pitch in baseball.
  • the selections are, for example, YES and NO to a question, for example, “Will the shooter score?” However, the selection for the in-game event does not have to be a YES/NO answer.
  • the in game event may also present a question, such as, “Will Team A be leading at the end of the first half?,” with a YES/NO selection (selection option) displayer on the display device 122, or “Which team will be leading at the end of the first half?”, with a TEAM A/TEAM B selection (selection option) displayer on the display device 122.
  • the broadcasting server 110 is linked to the network 50, and its video and/or audio stream is received by the home server 100, and the system 100’.
  • the system 100’ may use this video stream to determine in-game events automatically, by techniques such as recognition (programmed), artificial intelligence, deep learning and the like
  • the player 120 is representative of multiple players for the games broadcast via the home server 100. Each player typically has access to a display device, such as a computer 124, television 125 or radio 126, or a combination thereof, on which the game is broadcast 106”, and a selection device 122, such as smart phone or the like, linked to the network 50, which is coordinated with the game broadcast.
  • This coordination of the selection device 122 with the broadcast 106”, by the system 100’ allows the player 120 to input his selection, if desired to make a selection, via his input to the selection device 122 (for example, a smart phone 122 which receives the in-game event selection vent data via a cell tower 123 linked to the network 50), when an in-game event is designated by the system 100’.
  • servers 100, 102, 110 which are shown in FIG. 1 and described herein, are those most germane to the disclosure of the invention, other servers, computers, devices, and the like, linked to the network 50, either directly or indirectly, are also permitted.
  • FIG. 2 shows the architecture of the system 100', for example, in the home server 100.
  • This architecture of the system 100' includes a central processing unit (CPU) 202 formed of one or more processors.
  • the CPU 202 is electronically connected to storage/memory 204, a database(s) 206 of registered players, including those registered players for each game, past and present, and their accounts.
  • the system 100’ also includes modules, also known as computer components or components, which include, a broadcast and event display module 210, an administration module 211, a player registration and acceptance module 212, an event selection module 213, for determining in-game events, in which players make selections as to the in-game event outcomes (resulting in a wager), an event stop/start module 214, a player selections for in-game events module 215, and a communications module 216. While elements 202, 204, 206 and 210-216, are shown within the home server 100, any one or more of these elements 202, 204, 206, and 210- 216, may be external to the home server 100, and be linked to the home server 100 from their external location.
  • modules also known as computer components or components, which include, a broadcast and event display module 210, an administration module 211, a player registration and acceptance module 212, an event selection module 213, for determining in-game events, in which players make selections as to the in-game event outcomes (resulting in a wager),
  • a “module”, for example, includes a component for storing instructions (e.g., machine readable instructions) for performing one or more processes, and including or associated with processors, e.g., the CPU 202, for executing the instructions.
  • instructions e.g., machine readable instructions
  • processors e.g., the CPU 202
  • the CPU 202 is formed of one or more processors, including hardware processors, and performs the processes (methods) of the invention, such as those shown in the flow diagrams of FIG. 3, and detailed below. These processes of FIG.3 may be in the form of programs, algorithms and the like.
  • the processors of the CPU 102 may include x86 Processors from AMD (Advanced Micro Devices) and Intel, Xenon® and Pentium® processors from Intel, as well as any combinations thereof.
  • the storage/memory 204 stores machine-executable instructions executed by the CPU 202 for performing the processes of the invention (e.g., as shown in FIG. 3).
  • the storage/memory 204 for example, also provides temporary storage for the system 100’.
  • the CPU 202 for example, typically in conjunction with the storage/memory 204, runs the aforementioned programs or algorithms of FIG. 3, as detailed below.
  • the aforementioned programs or algorithms are, for example, represented in various forms including machine language/machine code for various types of processors, assembly for various types of processors, Java byte code, or in a programming language such as the "C" programming language, Java, JavaScript, Python, Go, C# or other programming languages, as well as intermediate representations of the programming languages.
  • the database(s) 206 store(s) lists of players, the games they have played, as well as each game presently being played, all selections made for in-game events, as well as accounts, for each player, indicating the funds in each player’s account.
  • the broadcast and event displays module 210 passes the broadcast stream (video and/or audio stream) of the game to the event selection module 213 for analysis of this broadcast stream to determine in-game events automatically, by techniques, such as recognition, artificial intelligence, deep learning and the like. This module 210 also creates the data for the displays which will be transmitted (sent by the communications module 216) to the selection device 122 of each player 120 for rendering the displays for the in game event thereon, the display from which the player will input his selection for the in-game event.
  • the game selection and administration module 211 selects the game for which a pool of authorized registered players participate in, both before and during the game.
  • the game includes in-game events, also referred to as events.
  • the module 211 administers the game with its in game events, and, for example, sets the wager amount (e.g., a monetary amount) for all in-game events (and which a player may make a selection for). Alternately, for example, for each game, the wager (wager or bet amount) for each in-game event may vary on an event by event basis.
  • This module 211 also includes an accounting functionality, to settle player accounts, for example, for each in-game event, multiple in-game events, entire games, and the like.
  • the player registration, notification and authorization module 212 functions to register players, by obtaining, for example, their emails and/or telephone numbers associated with the players’ selection devices 122, as well as social media details by standard registration, e.g., sign in and account set up, techniques.
  • the notification functionality prompts registered players that a game is going to start, and also checks registered player criteria (or authorization criteria), of players who indicate they want to participate in the game, so that the registered player is authorized to participate in the game.
  • the authorization of a player to participate in a game is determined by the authorization functionality analyzing player criteria. Such criteria may include, for example, a sufficient amount of funds in the registered player’s account, a sufficient credit line for the player, good credit history, and other system determined criteria.
  • the player is authorized by the system 100’ to participate in the game, and the in-game events of the game. Registered players may enter a game at any time the game is active, and are authorized in the same manner as players who initially start when the game is started.
  • the event selection module 213, interacts with the system administrator 104, should the system administrator 104 select, set the time period for, and start, the in-game events manually.
  • the manual control is such that the system administrator 104 may terminate the time period for player selections on the display of the player selection device 122(should something change with the in-game event, such as the in-game event start earlier than expected, or the like).
  • the system administrator 214 also starts and sets the time period for the in-game event on the selection device 122, to compensate for any broadcast delays, for example, between a television broadcast and a computer broadcast, which may be, for example up to three seconds difference.
  • this module 213 includes, for example, an Artificial Intelligence (AI) or other recognition engine which determines in-game events from the video of the game.
  • AI Artificial Intelligence
  • the event start/stop module 214 functions once an event is determined or otherwise communicated to the event selection module 213.
  • This module 214 as instructed by the system administrator 104, or automatically, based on the in-game event, as determined by the system administrator 104, and indicated to the module 214, or automatically, sets the time period in which player selections, on the respective selection device 122 (e.g., the display for player selection appearing on the selection device 122), are permitted. For example, once a foul is called in basketball, and the designated shooter is determined (and the shooter typically moves toward the foul line), the module 214 sets a predetermined time period, for example 20 seconds, for player selections (e.g., to wager) whether the shooter will make or miss the free throw. This predetermined 20 second time period, for player selections for this in-game event, ends prior to the free throw being attempted, by a timeout, or as terminated by the system administrator 104.
  • the Player Selections (in-game) module 215 handles all player selections, and records them, for storage in the database(s) 206 For example, this module 215 ensures that each player may make only one selection per in-game event (within the preset time period for the in-game event), and once the selection is made it cannot be changed.
  • the communications module 216 facilitates communications between the selection device 122 of each player in the authorized player pool playing the game, and the system 100’.
  • This module 216 typically operates to synchronize communication between the broadcast 106, 106’, 106” of the game and the players’ selection device 122, to facilitate in-game event selecting.
  • FIG. 3 shows flow diagrams (FIG. 3 A and FIG. 3B) detailing computer-implemented processes and sub-processes in accordance with embodiments of the disclosed subject matter. These processes, for example, are performed by a computer system, such as the computer system 100’ of FIG. 2. The aforementioned processes and sub processes are, for example, performed automatically and in real time.
  • the process begins at the START block 302.
  • all players who are eligible for the game have registered with the system 100’ so as to be in the database(s) 206, by known registration and other sign up processes.
  • the system obtains the player’s email and/or telephone number associated with the device, which the payer will use as the selection device 122.
  • the registration may also obtain social media account details and other details for the player.
  • the system 100’ coordinates the broadcast of the game 106” with the transmission of data associated with the in-game events, for display on the registered player’s selection device 122. As a result, the player may make a selection from the display for the instant in-game event, when participating in the game.
  • the process moves to block 304, where a game is selected, for example, by the system 100’ and/or the system administrator 104, such as a sporting event, e.g., soccer, basketball, football, baseball, hockey game, or horse race, contest or the like, collectively known as “the game.”. Additionally, a wager or bet amount is set, for example, for all player selections for all of the in-game events of the game. Alternately, wager or bet amounts may be different for each in-game event, as notified by the system 100’ to each player, via the player’s selection device 122. The process moves to block 306, where the game is open and the system prompts registered players in the system 100’ that the game is open for play.
  • a game is selected, for example, by the system 100’ and/or the system administrator 104, such as a sporting event, e.g., soccer, basketball, football, baseball, hockey game, or horse race, contest or the like, collectively known as “the game.”.
  • the process moves to block 308, where player requests are received and an authorization process is performed for each registered (with the system 100’) player, resulting in players who are authorized to play the game, these authorized players forming a player pool, from which funds are distributed to the players, who made selections for the in-game event, based on the results of the in-game event.
  • the authorization process is, for example, a check of player criteria, for example, a sufficient amount of funds in the registered player’s account, a sufficient credit line for the player, good credit history, and other system determined criteria.by the player selection module 212. Based on a player sufficiently meeting entry criteria, as set by the system 100’ (e.g., system administrator 104 for the game), the player is authorized to play the game and is admitted into the game (into the pool of registered players for the game).
  • the process moves to block 310, where all selected registered players are notified that they are authorized to participate in the game and the in-game events therein, and are now part of a pool of system registered players who will be playing the game.
  • the communications module 216 establishes communications over the network(s) 50 with the selection device 122, of each authorized player to facilitate in-game event selections.
  • the process moves to block 312, where it is determined whether the game has started. If no, at block 312, the process moves to block 314, where the game starts, in real time, corresponding to the game 106 being broadcast. With the game started, at block 314, the process moves to block 316, where an in-game event is established, or otherwise determined, and a time period is set for player selections (selection options) within the in-game event, and this time period for player selections for the in-game event is started, at block 318.
  • an in game event is either selected by the event selection module 213, by the system administrator 104, or by artificial intelligence, or other computer analysis, and the time period for player selections is set and the in-game event is started, typically be the system administrator 104.
  • a predetermined time period for player selections is 20 seconds for a free throw, by the event start/stop module 214, as typically controlled by the system administrator 104.
  • FIG. 4 A A visual indication of an in-game event having been designated, and about to start, is displayed to each player on their selection device 122, is shown in FIG. 4 A.
  • the time indication 402 of the selection device display 406 is shown dark, but, for example, flashes, changes colors rapidly, or other visual and/or audio indicator, or the like, for one or five seconds, to get the attention of the player, that there is an event for which they can make a selection.
  • the monetary amount may be presented to the players upon the in-game event designation, for example, in cases where different monetary amounts are for selections on an in-game event by event basis.
  • the process moves to block 320, where player selections are received for the in-game event.
  • player selections are input by the player by a contact, touch, swipe or the like onto the display screen of their selection device 122, or a mouse click if the selection device is a lap- to, tablet or desktop computer.
  • the player does not need to provide input for every in-game event, as the payout for each in-game event is typically determined on an event by event basis.
  • certain games may be played where the player pool is closed prior to the start of the game and all players must make selections for all in-game events. For example, as shown in FIG.
  • the player has made a contact 412 (also a swipe or mouse click depending on the device or machine on which the selection is being made) on the “YES” button 414 of the selection device display 406, that the shooter will make the free throw, indicating a selection that the player will make the free throw.
  • the system 100’ receives the selection, which is processed by the selection module 215.
  • Player selections are permitted when the selection time period is open, at block 322. Should the player selection period be open at block 322, the process returns to block 320, where it resumes, until the player selectin period is closed. Should the player selection period be closed at block 322, the process moves to block 324.
  • the players’ accounts are settled by the administration module 211 , by its accounting functionality.
  • the process moves to block 326, where it is determined whether the game is over (e.g., the game has ended).
  • the game has started. As authorized players may enter the game at any time, while the game is not over, represented by a YES at block 312, each newly authorized player (one who seeks entry into the game after it has started), is added to the player pool. The process moves to block 326.
  • the game is such that odds are determined by the players’ selections. Assuming a closed game with a closed player pool of 100 players, for all in-game event, with a set wager or bet of $2.00 for all of the in-game events, the funds distribution would work as follows. For an in-game event, Assuming that all 100 players make a selection on Vin Walker’s free throw- 94 players say YES or “make” the free throw, while 6 players say NO or “miss” the free throw.
  • Vin Walker makes the free throw. There is $200 to be divided among 94 players minus a system take of 10%, from the losers of 10% of $12.00, or $1.20. This leaves $198.80 ($200 minus $1.20) to be divided among the 94 winners. Accordingly, each of the 94 winning players receives $2.11.
  • the betting ratio (or odds) are unknown in advance of the game starting, whereby the players in the closed player pool are not betting on odds. Only after the event is over or complete, do the betting ratio/odds become known, as it is based on all of the players’ selections, each individual selection corresponding to a preset wager or bet amount for the in game event.
  • Implementation of the method and/or system of embodiments of the invention can involve performing or completing selected tasks manually, automatically, or a combination thereof. Moreover, according to actual instrumentation and equipment of embodiments of the method and/or system of the invention, several selected tasks could be implemented by hardware, by software or by firmware or by a combination thereof using an operating system.
  • a data processor such as a computing platform for executing a plurality of instructions.
  • the data processor includes a volatile memory for storing instructions and/or data and/or a non-volatile storage, for example, non-transitory storage media such as a magnetic hard-disk and/or removable media, for storing instructions and/or data.
  • a network connection is provided as well.
  • a display and/or a user input device such as a keyboard or mouse are optionally provided as well.
  • non-transitory computer readable (storage) medium(s) may be utilized in accordance with the above-listed embodiments of the present invention.
  • a non-transitory computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing.
  • a computer readable non-transitory storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
  • a computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof.
  • a computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
  • each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s).
  • the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved.
  • processes and portions thereof can be performed by software, hardware and combinations thereof. These processes and portions thereof can be performed by computers, computer-type devices, workstations, processors, micro-processors, other electronic searching tools and memory and other non-transitory storage-type devices associated therewith.
  • the processes and portions thereof can also be embodied in programmable non-transitory storage media, for example, compact discs (CDs) or other discs including magnetic, optical, etc., readable by a machine or the like, or other computer usable storage media, including magnetic, optical, or semiconductor storage, or other source of electronic signals.

Abstract

A closed system of a preset pool of players, who make selections of in-game events on their selection devices, from a broadcast game is disclosed. The players who make the selections have registered with the system, and are approved or otherwise authorized to participate in the game and make selections on the in-game events, for which a selection or wagering amount has been predetermined.

Description

SYSTEM AND METHOD FOR IN GAME EVENT MANAGEMENT
TECHNICAL FIELD
The present invention is directed gaming systems and methods for managing in-game events.
BACKGROUND OF THE INVENTION
Gaming continues to grow, especially on sports. A new form of wagering on sports is during the actual event, known as in-game or in-play (collectively referred to hereinafter as “in game”) wagering. In such in-game wagering, an event occurs during the game, such as a penalty kick on soccer or football. Random persons may place a bet against the house at house set odds, as to whether the shooter will score a goal. Should the shooter be a good player, odds to score the goal are high, while odds to not score are low. Accordingly, for this event, a two dollar bet to score may pay $2.25, while that same two dollar bet to not score (keeper save or miss) may pay $3.50.
SUMMARY
The present invention provides systems and methods for managing and administering in game events, including selections corresponding to wagers on these in-game events. The present invention provides a closed system for managing wagering on in-game events.
The present invention provides a closed system of a preset pool of players, who have registered with the system, and who are approved or otherwise authorized to participate in the game and make selections on the in-game events, for which a wagering amount has been predetermined. The game does not have preset odds, and the players in the closed group of players (registered and authenticated players), are not betting on odds. Rather, like a lottery, the betting ratio is unknown until the in-game event concludes, and the payout to the winners of the in-game event comes from the losers of the in-game event.
The present invention provides a closed system of a preset pool of players, who make selections of in-game events on their selection devices, from a broadcast game. The players who make the selections have registered with the system, and are approved or otherwise authorized to participate in the game and make selections on the in-game events, for which a selection or wagering amount has been predetermined.
The present invention provides for games, e.g., basketball, baseball, hockey and American Football (National football League) games, football, rugby and cricket matches, horse and automobile races, other contests, and the like. The betting ratio for the in-game event is unknown to all parties, players and the system, until the event has concluded. Also, the amount of each in game bet or wager is set by the system 100, and the time period to bet is preset for each in-game wagering event, e.g., 20 seconds for a basketball free throw, for example, to cover the time from the establishing of the in-game event, i.e., a foul has been called and a free throw will be taken, to the time before the free throw is taken by the shooter. Only after the event is over or complete, does the betting ratio/odds become known, as it is based on all of the players’ wagers.
The invention is directed to a method for gaming. The method comprises: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
Optionally, the method is such that each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
Optionally, the method is such that all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
Optionally, the method is such it additionally comprises repeating b), c) and d) until the game is over.
Optionally, the method is such that the monetary amount is the same for all in-game events of the game.
Optionally, the method is such that monetary amount is different for at least two in-game events of the game. Optionally, the method is such that the monetary amount is determined when the game is selected.
Optionally, the method is such that the monetary amount is determined when the in-game event is selected.
Optionally, the method is such that it additionally comprises: admitting a player into the game while the game is not over.
Optionally, the method is such that each player is registered with an entity associated with the game.
Optionally, the method is such that the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in-game event.
Optionally, the method is such that the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
The present invention is directed to a computer system for gaming. The system comprises: a storage medium for storing computer components; and, at least one processor for executing the computer components. The computer components comprise: a first component for selecting a game from which in game events are provided; a second component for determining an in-game event within the game; a third component for creating data corresponding to a display for displaying selections for the in-game event, for rendering on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; a fourth component for transmitting the data corresponding to the display to player selection devices, in response to the in-game event being determined; and, a fifth component for receiving input for a selection from the device associated with each player.
Optionally, the computer system is such that it additionally comprises: a sixth component for admitting players to the game.
Optionally, the computer system is such that it additionally comprises: a seventh component for determining the monetary amount associated with the player selections for the in game event. Optionally, the computer system is such that it additionally comprises: an eighth component for registering each player.
The present invention is directed to a computer usable non-transitory storage medium having a computer program embodied thereon for causing a suitably programmed system to administer gaming, by performing the following steps when such program is executed on the system. The steps comprise: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
Optionally, the computer usable non-transitory storage medium is such that each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
Optionally, the computer usable non-transitory storage medium is such that all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
Optionally, the computer usable non-transitory storage medium is such that the steps additionally comprise: repeating steps b), c) and d) until the game is over.
Optionally, the computer usable non-transitory storage medium is such that the monetary amount is the same for all in-game events of the game.
Optionally, the computer usable non-transitory storage medium is such that the monetary amount is different for at least two in-game events of the game.
Optionally, the computer usable non-transitory storage medium is such that the monetary amount is determined when the game is selected.
Optionally, the computer usable non-transitory storage medium is such that the monetary amount is determined when the in-game event is selected.
Optionally, the computer usable non-transitory storage medium is such that the steps additionally comprise: admitting a player into the game while the game is not over. Optionally, the computer usable non-transitory storage medium is such that the steps additionally comprise: registering each player with an entity associated with the game, prior to admitting the player to the game.
Optionally, the computer usable non-transitory storage medium is such that the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in-game event.
Optionally, the computer usable non-transitory storage medium is such that the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
This document references terms that are used consistently or interchangeably herein. These terms, including variations thereof, are as follows:
A uniform resource locator (URL) is the unique address for a file, such as a web site or a web page, which is accessible over Networks including the Internet.
A “computer” includes machines, computers and computing or computer systems (for example, physically separate locations or devices), servers, computer and computerized devices, processors, processing systems, computing cores (for example, shared devices), and similar systems, workstations, modules and combinations of the aforementioned. The aforementioned “computer” may be in various types, such as a personal computer (e.g., laptop, desktop, tablet computer), or any type of computing device, including mobile devices that can be readily transported from one location to another location (e.g., smart phone, personal digital assistant (PDA), mobile telephone or cellular telephone).
A “server” is typically a remote computer or remote computer system, or computer program therein, in accordance with the “computer” defined above, that is accessible over a communications medium, such as a communications network or other computer network, including the Internet. A “server” provides services to, or performs functions for, other computer programs (and their users), in the same or other computers. A server may also include a virtual machine, a software based emulation of a computer.
An "application", includes executable software, and optionally, any graphical user interfaces (GUI), through which certain functionalities may be implemented.
Unless otherwise defined herein, all technical and/or scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the invention pertains. Although methods and materials similar or equivalent to those described herein may be used in the practice or testing of embodiments of the invention, exemplary methods and/or materials are described below. In case of conflict, the patent specification, including definitions, will control. In addition, the materials, methods, and examples are illustrative only and are not intended to be necessarily limiting.
BRIEF DESCRIPTION OF THE DRAWINGS
Some embodiments of the present invention are herein described, by way of example only, with reference to the accompanying drawings. With specific reference to the drawings in detail, it is stressed that the particulars shown are by way of example and for purposes of illustrative discussion of embodiments of the invention. In this regard, the description taken with the drawings makes apparent to those skilled in the art how embodiments of the invention may be practiced.
Attention is now directed to the drawings, where like reference numerals or characters indicate corresponding or like components. In the drawings:
FIG. 1 is a diagram of an example environment for the invention;
FIG. 2 is a diagram showing the architecture of the home server of FIG. 1 ;
FIG. 3, formed of FIG. 3 A and FIG. 3B, is a flow diagram of an example process of the invention, and,
FIGs. 4A-4C are diagrams showing the wagering process in accordance with FIG. 3.
DETAIFED DESCRIPTION OF THE DRAWINGS
Before explaining at least one embodiment of the invention in detail, it is to be understood that the invention is not necessarily limited in its application to the details of construction and the arrangement of the components and/or methods set forth in the following description and/or illustrated in the drawings. The invention is capable of other embodiments or of being practiced or carried out in various ways.
As will be appreciated by one skilled in the art, aspects of the present invention may be embodied as a system, method or computer program product. Accordingly, aspects of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment (including firmware, resident software, micro-code, etc.) or an embodiment combining software and hardware aspects that may all generally be referred to herein as a "circuit," "module" or "system." Furthermore, aspects of the present invention may take the form of a computer program product embodied in one or more non-transitory computer readable (storage) medium(s) having computer readable program code embodied thereon.
Throughout this document, numerous textual and graphical references are made to trademarks. These trademarks are the property of their respective owners, and are referenced only for explanation purposes herein.
Reference is now made to FIG. 1, which shows an exemplary operating environment, including a network(s) 50 (hereinafter “network”), to which is linked a home server (HS) 100, also known as a main server or main computer, these terms used interchangeably herein. The home server 100 also supports a system 100’, either alone or with other, computers, including servers, components, and applications, e.g., client applications, associated with either the home server 100, as detailed below. The network 50 is, for example, a communications network, such as a Local Area Network (LAN), or a Wide Area Network (WAN), including public networks such as the Internet.
As shown in FIG. 1, the network 50 is, for example, the Internet. The network 50, although shown as a single network, may be a combination of networks and/or multiple networks including, for example, in addition to the Internet, one or more cellular networks, wide area networks (WAN), and the like. "Linked" as used herein includes both wired or wireless links, either direct or indirect, and placing the computers, including, servers, components and the like, in electronic and/or data communications with each other.
The system 100’ performs the various processes in accordance with the present invention, as detailed below. The home server 100 and the system 100’ therein, is such that data is received and transmitted to servers, computers and devices linked to the network 50, as detailed herein.
The system 100’, for example, of the home server 100, is of an architecture that includes one or more components, engines, modules and the like, for providing the various functions of the invention including a closed pool of players associated with a game in which in-game events or events are wagered on among the players in the closed pool, for the particular game. The home server (HS) 100 may be associated with additional storage, memory, caches and databases, both internal and external thereto. For explanation purposes, the home server (HS) 100 may have a uniform resource locator (URL) of, for example, www.hs.com. While a single home server (HS) 100 is shown, the home server (HS) 100 (and system 100’) may be formed of multiple servers and/or components.
An Application Server 102 includes one or more applications (APPs) 103. The application APP 103 obtained from this server 102 may be downloaded onto devices, such as the player’s 120 smart phone 122, computer or the like (the smart phone 122 also referred to herein as “selection device”). The application (APP) 103 includes code segments which map to the system 100’ of the home server 100, for allowing the player’s selection device computer, or the like to interact with the system 100’ as detailed herein. There are also code segments, including self-executing instructions, for performing functions such as setting up graphics for display on the selection device 122 for placing selections for in-game events, or events.
A system administrator computer 104, run by a system administrator (also referred to by element number 104) links to the network 50, and allows for intervention of the system administrator 104 with the home server 100 and the system 100’. A typical interaction of the system administrator 104 includes watching the broadcast of the live game 106’, and determining when there is an in-game event or “event” for wagering. With the event determined, the system administrator 104 sends an indicator to the home server 100 and the system 100’ in order that the system 100’ set and start a time period for player selections for an in-game event. The system 100’ to sends data to a selection device 122, e.g., smart phone running an Application 103 mapped to the system 100’, of each authorized player 120 for the game, the data for presenting and administering a display of the selections for the in-game event. This way, the in-game event is coordinated with the game broadcast 106, and starts and concludes within a predetermined allotted time, where the player 120 is allowed to make his selection for the in-game event, by inputting his selection on a display 406 (FIGs. 4A and 4B) on his selection device 122, prior to the conclusion of the predetermined allotted time (or other system administrator termination) to make the selection.
The live game 106 feed is, for example, sent to a broadcasting server 110, and also is broadcast over media such as communications networks, television networks, radio networks, and the like, so as to be broadcast 106” to a player 120 on a display device, such as a computer (monitor) or display screen) 125, tablet computer, smart phone, television 125, radio 126, or the like (via the broadcasting server 110), or to a television 125 or radio 126 over conventional broadcasting networks. The system 100’ is such that the player’s 120 selection device 122, and selection data presented and displayed thereon, is coordinated with the game broadcast 106, so that in-game events, and the selection time period therefor (the time period where the player may make a selection for the in-game event), concludes prior to the in-game event actually taking place. For example, the in-game is a free throw in basketball, a penalty kick in soccer, a pitch in baseball. The selections are, for example, YES and NO to a question, for example, “Will the shooter score?” However, the selection for the in-game event does not have to be a YES/NO answer. The in game event may also present a question, such as, “Will Team A be leading at the end of the first half?,” with a YES/NO selection (selection option) displayer on the display device 122, or “Which team will be leading at the end of the first half?”, with a TEAM A/TEAM B selection (selection option) displayer on the display device 122.
The broadcasting server 110 is linked to the network 50, and its video and/or audio stream is received by the home server 100, and the system 100’. The system 100’, for example, may use this video stream to determine in-game events automatically, by techniques such as recognition (programmed), artificial intelligence, deep learning and the like
The player 120 is representative of multiple players for the games broadcast via the home server 100. Each player typically has access to a display device, such as a computer 124, television 125 or radio 126, or a combination thereof, on which the game is broadcast 106”, and a selection device 122, such as smart phone or the like, linked to the network 50, which is coordinated with the game broadcast. This coordination of the selection device 122 with the broadcast 106”, by the system 100’, allows the player 120 to input his selection, if desired to make a selection, via his input to the selection device 122 (for example, a smart phone 122 which receives the in-game event selection vent data via a cell tower 123 linked to the network 50), when an in-game event is designated by the system 100’.
While the servers 100, 102, 110, which are shown in FIG. 1 and described herein, are those most germane to the disclosure of the invention, other servers, computers, devices, and the like, linked to the network 50, either directly or indirectly, are also permitted.
Attention is now directed to FIG. 2, which shows the architecture of the system 100', for example, in the home server 100. This architecture of the system 100', as shown, for example, in the home server 100, includes a central processing unit (CPU) 202 formed of one or more processors. The CPU 202 is electronically connected to storage/memory 204, a database(s) 206 of registered players, including those registered players for each game, past and present, and their accounts. The system 100’ also includes modules, also known as computer components or components, which include, a broadcast and event display module 210, an administration module 211, a player registration and acceptance module 212, an event selection module 213, for determining in-game events, in which players make selections as to the in-game event outcomes (resulting in a wager), an event stop/start module 214, a player selections for in-game events module 215, and a communications module 216. While elements 202, 204, 206 and 210-216, are shown within the home server 100, any one or more of these elements 202, 204, 206, and 210- 216, may be external to the home server 100, and be linked to the home server 100 from their external location. As used herein, a “module”, for example, includes a component for storing instructions (e.g., machine readable instructions) for performing one or more processes, and including or associated with processors, e.g., the CPU 202, for executing the instructions.
The CPU 202 is formed of one or more processors, including hardware processors, and performs the processes (methods) of the invention, such as those shown in the flow diagrams of FIG. 3, and detailed below. These processes of FIG.3 may be in the form of programs, algorithms and the like. For example, the processors of the CPU 102 may include x86 Processors from AMD (Advanced Micro Devices) and Intel, Xenon® and Pentium® processors from Intel, as well as any combinations thereof.
The storage/memory 204 stores machine-executable instructions executed by the CPU 202 for performing the processes of the invention (e.g., as shown in FIG. 3). The storage/memory 204, for example, also provides temporary storage for the system 100’.
The CPU 202, for example, typically in conjunction with the storage/memory 204, runs the aforementioned programs or algorithms of FIG. 3, as detailed below. The aforementioned programs or algorithms are, for example, represented in various forms including machine language/machine code for various types of processors, assembly for various types of processors, Java byte code, or in a programming language such as the "C" programming language, Java, JavaScript, Python, Go, C# or other programming languages, as well as intermediate representations of the programming languages.
The database(s) 206 store(s) lists of players, the games they have played, as well as each game presently being played, all selections made for in-game events, as well as accounts, for each player, indicating the funds in each player’s account. The broadcast and event displays module 210, in one embodiment of the invention, passes the broadcast stream (video and/or audio stream) of the game to the event selection module 213 for analysis of this broadcast stream to determine in-game events automatically, by techniques, such as recognition, artificial intelligence, deep learning and the like. This module 210 also creates the data for the displays which will be transmitted (sent by the communications module 216) to the selection device 122 of each player 120 for rendering the displays for the in game event thereon, the display from which the player will input his selection for the in-game event.
The game selection and administration module 211, selects the game for which a pool of authorized registered players participate in, both before and during the game. The game includes in-game events, also referred to as events. The module 211 administers the game with its in game events, and, for example, sets the wager amount (e.g., a monetary amount) for all in-game events (and which a player may make a selection for). Alternately, for example, for each game, the wager (wager or bet amount) for each in-game event may vary on an event by event basis. This module 211 also includes an accounting functionality, to settle player accounts, for example, for each in-game event, multiple in-game events, entire games, and the like.
The player registration, notification and authorization module 212 functions to register players, by obtaining, for example, their emails and/or telephone numbers associated with the players’ selection devices 122, as well as social media details by standard registration, e.g., sign in and account set up, techniques. The notification functionality prompts registered players that a game is going to start, and also checks registered player criteria (or authorization criteria), of players who indicate they want to participate in the game, so that the registered player is authorized to participate in the game. The authorization of a player to participate in a game is determined by the authorization functionality analyzing player criteria. Such criteria may include, for example, a sufficient amount of funds in the registered player’s account, a sufficient credit line for the player, good credit history, and other system determined criteria. Should the player criteria meet a system-defined acceptability standard, the player is authorized by the system 100’ to participate in the game, and the in-game events of the game. Registered players may enter a game at any time the game is active, and are authorized in the same manner as players who initially start when the game is started. The event selection module 213, interacts with the system administrator 104, should the system administrator 104 select, set the time period for, and start, the in-game events manually. The manual control is such that the system administrator 104 may terminate the time period for player selections on the display of the player selection device 122(should something change with the in-game event, such as the in-game event start earlier than expected, or the like). Additionally, the system administrator 214 also starts and sets the time period for the in-game event on the selection device 122, to compensate for any broadcast delays, for example, between a television broadcast and a computer broadcast, which may be, for example up to three seconds difference. Optionally, this module 213 includes, for example, an Artificial Intelligence (AI) or other recognition engine which determines in-game events from the video of the game.
The event start/stop module 214 functions once an event is determined or otherwise communicated to the event selection module 213. This module 214, as instructed by the system administrator 104, or automatically, based on the in-game event, as determined by the system administrator 104, and indicated to the module 214, or automatically, sets the time period in which player selections, on the respective selection device 122 (e.g., the display for player selection appearing on the selection device 122), are permitted. For example, once a foul is called in basketball, and the designated shooter is determined (and the shooter typically moves toward the foul line), the module 214 sets a predetermined time period, for example 20 seconds, for player selections (e.g., to wager) whether the shooter will make or miss the free throw. This predetermined 20 second time period, for player selections for this in-game event, ends prior to the free throw being attempted, by a timeout, or as terminated by the system administrator 104.
The Player Selections (in-game) module 215 handles all player selections, and records them, for storage in the database(s) 206 For example, this module 215 ensures that each player may make only one selection per in-game event (within the preset time period for the in-game event), and once the selection is made it cannot be changed.
The communications module 216 facilitates communications between the selection device 122 of each player in the authorized player pool playing the game, and the system 100’. This module 216 typically operates to synchronize communication between the broadcast 106, 106’, 106” of the game and the players’ selection device 122, to facilitate in-game event selecting. Attention is now directed to FIG. 3, which shows flow diagrams (FIG. 3 A and FIG. 3B) detailing computer-implemented processes and sub-processes in accordance with embodiments of the disclosed subject matter. These processes, for example, are performed by a computer system, such as the computer system 100’ of FIG. 2. The aforementioned processes and sub processes are, for example, performed automatically and in real time.
The process begins at the START block 302. At this START block 302 all players who are eligible for the game have registered with the system 100’ so as to be in the database(s) 206, by known registration and other sign up processes. During the registration process, the system obtains the player’s email and/or telephone number associated with the device, which the payer will use as the selection device 122. The registration may also obtain social media account details and other details for the player. By obtaining the email, telephone number and social media, the system 100’ coordinates the broadcast of the game 106” with the transmission of data associated with the in-game events, for display on the registered player’s selection device 122. As a result, the player may make a selection from the display for the instant in-game event, when participating in the game.
The process moves to block 304, where a game is selected, for example, by the system 100’ and/or the system administrator 104, such as a sporting event, e.g., soccer, basketball, football, baseball, hockey game, or horse race, contest or the like, collectively known as “the game.”. Additionally, a wager or bet amount is set, for example, for all player selections for all of the in-game events of the game. Alternately, wager or bet amounts may be different for each in-game event, as notified by the system 100’ to each player, via the player’s selection device 122. The process moves to block 306, where the game is open and the system prompts registered players in the system 100’ that the game is open for play.
The process moves to block 308, where player requests are received and an authorization process is performed for each registered (with the system 100’) player, resulting in players who are authorized to play the game, these authorized players forming a player pool, from which funds are distributed to the players, who made selections for the in-game event, based on the results of the in-game event. The authorization process is, for example, a check of player criteria, for example, a sufficient amount of funds in the registered player’s account, a sufficient credit line for the player, good credit history, and other system determined criteria.by the player selection module 212. Based on a player sufficiently meeting entry criteria, as set by the system 100’ (e.g., system administrator 104 for the game), the player is authorized to play the game and is admitted into the game (into the pool of registered players for the game).
The process moves to block 310, where all selected registered players are notified that they are authorized to participate in the game and the in-game events therein, and are now part of a pool of system registered players who will be playing the game. The communications module 216 establishes communications over the network(s) 50 with the selection device 122, of each authorized player to facilitate in-game event selections.
The process moves to block 312, where it is determined whether the game has started. If no, at block 312, the process moves to block 314, where the game starts, in real time, corresponding to the game 106 being broadcast. With the game started, at block 314, the process moves to block 316, where an in-game event is established, or otherwise determined, and a time period is set for player selections (selection options) within the in-game event, and this time period for player selections for the in-game event is started, at block 318. For example, an in game event, is either selected by the event selection module 213, by the system administrator 104, or by artificial intelligence, or other computer analysis, and the time period for player selections is set and the in-game event is started, typically be the system administrator 104. For example, a predetermined time period for player selections is 20 seconds for a free throw, by the event start/stop module 214, as typically controlled by the system administrator 104.
A visual indication of an in-game event having been designated, and about to start, is displayed to each player on their selection device 122, is shown in FIG. 4 A. The time indication 402 of the selection device display 406 is shown dark, but, for example, flashes, changes colors rapidly, or other visual and/or audio indicator, or the like, for one or five seconds, to get the attention of the player, that there is an event for which they can make a selection. Optionally, the monetary amount may be presented to the players upon the in-game event designation, for example, in cases where different monetary amounts are for selections on an in-game event by event basis.
The process moves to block 320, where player selections are received for the in-game event. These player selections are input by the player by a contact, touch, swipe or the like onto the display screen of their selection device 122, or a mouse click if the selection device is a lap- to, tablet or desktop computer. The player does not need to provide input for every in-game event, as the payout for each in-game event is typically determined on an event by event basis. However, certain games may be played where the player pool is closed prior to the start of the game and all players must make selections for all in-game events. For example, as shown in FIG. 4B, at time 0:11 seconds, the player has made a contact 412 (also a swipe or mouse click depending on the device or machine on which the selection is being made) on the “YES” button 414 of the selection device display 406, that the shooter will make the free throw, indicating a selection that the player will make the free throw. The system 100’ receives the selection, which is processed by the selection module 215.
Player selections (e.g., one per in-game event for each player) are permitted when the selection time period is open, at block 322. Should the player selection period be open at block 322, the process returns to block 320, where it resumes, until the player selectin period is closed. Should the player selection period be closed at block 322, the process moves to block 324.
Should the player selection time period be closed, at block 322, this is, for example, shown in FIG. 4C. In FIG. 4C, the “YES” button 414 and “NO” button 416 are dark, indicating that player selections can no longer be made (and the time indication 402 is at :00 seconds), where the process moves to block 324.
At block 324, based on the actual result of the event, the players’ accounts are settled by the administration module 211 , by its accounting functionality. The process moves to block 326, where it is determined whether the game is over (e.g., the game has ended).
Returning to block 312, the game has started. As authorized players may enter the game at any time, while the game is not over, represented by a YES at block 312, each newly authorized player (one who seeks entry into the game after it has started), is added to the player pool. The process moves to block 326.
At block 326, from either block 312 or block 324, for all presently authorized registered players (forming the player pool at this time), it is determined whether the game is over, and there will not be any more in-game events. If no at block 326, the game is not over, and for all presently authorized players (e.g., those presently in the player pool), the process moves to block 316, from where it resumes, as detailed above. However, if yes at block 326, the game is over, and the process moves to block 328, where the game has ended. At this ending (block 328), all players’ accounts are fully settled, and each player may participate in another game. EXAMPLE GAMES
Returning to block 320, the game is such that odds are determined by the players’ selections. Assuming a closed game with a closed player pool of 100 players, for all in-game event, with a set wager or bet of $2.00 for all of the in-game events, the funds distribution would work as follows. For an in-game event, Assuming that all 100 players make a selection on Vin Walker’s free throw- 94 players say YES or “make” the free throw, while 6 players say NO or “miss” the free throw.
In a first case, Vin Walker makes the free throw. There is $200 to be divided among 94 players minus a system take of 10%, from the losers of 10% of $12.00, or $1.20. This leaves $198.80 ($200 minus $1.20) to be divided among the 94 winners. Accordingly, each of the 94 winning players receives $2.11.
In a second case, Vin Walker misses the free throw. There is $200 to be divided among the six winning players minus the 10% take of the loser money of $188.00, for an $18.80 take for the system. This leaves $181.20 ($200 minus $18.80) to be divided among six winning players or $30.20 for each of the six winning players.
In this game, the betting ratio (or odds) are unknown in advance of the game starting, whereby the players in the closed player pool are not betting on odds. Only after the event is over or complete, do the betting ratio/odds become known, as it is based on all of the players’ selections, each individual selection corresponding to a preset wager or bet amount for the in game event.
Implementation of the method and/or system of embodiments of the invention can involve performing or completing selected tasks manually, automatically, or a combination thereof. Moreover, according to actual instrumentation and equipment of embodiments of the method and/or system of the invention, several selected tasks could be implemented by hardware, by software or by firmware or by a combination thereof using an operating system.
For example, hardware for performing selected tasks according to embodiments of the invention could be implemented as a chip or a circuit. As software, selected tasks according to embodiments of the invention could be implemented as a plurality of software instructions being executed by a computer using any suitable operating system. In an exemplary embodiment of the invention, one or more tasks according to exemplary embodiments of method and/or system as described herein are performed by a data processor, such as a computing platform for executing a plurality of instructions. Optionally, the data processor includes a volatile memory for storing instructions and/or data and/or a non-volatile storage, for example, non-transitory storage media such as a magnetic hard-disk and/or removable media, for storing instructions and/or data. Optionally, a network connection is provided as well. A display and/or a user input device such as a keyboard or mouse are optionally provided as well.
For example, any combination of one or more non-transitory computer readable (storage) medium(s) may be utilized in accordance with the above-listed embodiments of the present invention. A non-transitory computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples (a non-exhaustive list) of the computer readable storage medium would include the following: a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the context of this document, a computer readable non-transitory storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
A computer readable signal medium may include a propagated data signal with computer readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
As will be understood with reference to the paragraphs and the referenced drawings, provided above, various embodiments of computer-implemented methods are provided herein, some of which can be performed by various embodiments of apparatuses and systems described herein and some of which can be performed according to instructions stored in non-transitory computer-readable storage media described herein. Still, some embodiments of computer- implemented methods provided herein can be performed by other apparatuses or systems and can be performed according to instructions stored in computer-readable storage media other than that described herein, as will become apparent to those having skill in the art with reference to the embodiments described herein. Any reference to systems and computer-readable storage media with respect to the following computer-implemented methods is provided for explanatory purposes, and is not intended to limit any of such systems and any of such non-transitory computer-readable storage media with regard to embodiments of computer-implemented methods described above. Likewise, any reference to the following computer-implemented methods with respect to systems and computer-readable storage media is provided for explanatory purposes, and is not intended to limit any of such computer-implemented methods disclosed herein.
The flowcharts and block diagrams in the Figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems that perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The descriptions of the various embodiments of the present invention have been presented for purposes of illustration, but are not intended to be exhaustive or limited to the embodiments disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art without departing from the scope and spirit of the described embodiments. The terminology used herein was chosen to best explain the principles of the embodiments, the practical application or technical improvement over technologies found in the marketplace, or to enable others of ordinary skill in the art to understand the embodiments disclosed herein. As used herein, the singular form "a", "an" and "the" include plural references unless the context clearly dictates otherwise.
The word “exemplary” is used herein to mean “serving as an example, instance or illustration”. Any embodiment described as “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments and/or to exclude the incorporation of features from other embodiments.
It is appreciated that certain features of the invention, which are, for clarity, described in the context of separate embodiments, may also be provided in combination in a single embodiment. Conversely, various features of the invention, which are, for brevity, described in the context of a single embodiment, may also be provided separately or in any suitable subcombination or as suitable in any other described embodiment of the invention. Certain features described in the context of various embodiments are not to be considered essential features of those embodiments, unless the embodiment is inoperative without those elements.
The above-described processes including portions thereof can be performed by software, hardware and combinations thereof. These processes and portions thereof can be performed by computers, computer-type devices, workstations, processors, micro-processors, other electronic searching tools and memory and other non-transitory storage-type devices associated therewith. The processes and portions thereof can also be embodied in programmable non-transitory storage media, for example, compact discs (CDs) or other discs including magnetic, optical, etc., readable by a machine or the like, or other computer usable storage media, including magnetic, optical, or semiconductor storage, or other source of electronic signals.
The processes (methods) and systems, including components thereof, herein have been described with exemplary reference to specific hardware and software. The processes (methods) have been described as exemplary, whereby specific steps and their order can be omitted and/or changed by persons of ordinary skill in the art to reduce these embodiments to practice without undue experimentation. The processes (methods) and systems have been described in a manner sufficient to enable persons of ordinary skill in the art to readily adapt other hardware and software as may be needed to reduce any of the embodiments to practice without undue experimentation and using conventional techniques.
Although the invention has been described in conjunction with specific embodiments thereof, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, it is intended to embrace all such alternatives, modifications and variations that fall within the spirit and broad scope of the appended claims.

Claims

1. A method for gaming comprising: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
2. The method of claim 1, wherein each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
3. The method of claim 2, wherein all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
4. The method of claim 3, additionally comprising, repeating b), c) and d) until the game is over.
5. The method of claim 4, wherein the monetary amount is the same for all in-game events of the game.
6. The method of claim 4, wherein the monetary amount is different for at least two in-game events of the game.
7. The method of claim 5, wherein the monetary amount is determined when the game is selected.
8. The method of claims 5 or 6, wherein the monetary amount is determined when the in-game event is selected.
9. The method of claim 4, additionally comprising: admitting a player into the game while the game is not over.
10. The method of claim 9, wherein each player is registered with an entity associated with the game.
11. The method of claim 1, wherein the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in game event.
12. The method of claim 1, wherein the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
13. A computer system for gaming comprising: a storage medium for storing computer components; and, at least one processor for executing the computer components, the computer components comprising: a first component for selecting a game from which in game events are provided; a second component for determining an in-game event within the game; a third component for creating data corresponding to a display for displaying selections for the in-game event, for rendering on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; a fourth component for transmitting the data corresponding to the display to player selection devices, in response to the in-game event being determined; and, a fifth component for receiving input for a selection from the device associated with each player.
14. The computer system of claim 13, additionally comprising: a sixth component for admitting players to the game.
15. The computer system of claim 14, additionally comprising: a seventh component for determining the monetary amount associated with the player selections for the in-game event.
16. The computer system of claim 15, additionally comprising: an eighth component for registering each player.
17. A computer usable non-transitory storage medium having a computer program embodied thereon for causing a suitably programmed system to administer gaming, by performing the following steps when such program is executed on the system, the steps comprising: a) selecting a game from which in game events are provided; b) determining an in-game event within the game; c) transmitting data corresponding to a display for displaying selections for the in-game event on the device of each player who is playing the game, the data for the in-game event coordinated with a broadcast of the game, and the data such that for a predetermined time period within the in game event, each player may input a selection for the in-game event; and, d) receiving input for a selection from the device associated with each player.
18. The computer usable non-transitory storage medium of claim 17, wherein each player playing the game is part of a closed pool of players, and each in-game event is played for a monetary amount.
19. The computer usable non-transitory storage medium of claim 18, wherein all of the players from whose devices, input for a selection received and was correct, are subject to a distribution of the monetary amount from all of the players whose devices input for the selection was received and was incorrect.
20. The computer usable non-transitory storage medium of claim 19, wherein the steps additionally comprise: repeating steps b), c) and d) until the game is over.
21. The computer usable non-transitory storage medium of claim 20, wherein the monetary amount is the same for all in-game events of the game.
22. The computer usable non-transitory storage medium of claim 20, wherein the monetary amount is different for at least two in-game events of the game.
23. The computer usable non-transitory storage medium of claim 22, wherein the monetary amount is determined when the game is selected.
24. The computer usable non-transitory storage medium of claims 21 or 22, wherein the monetary amount is determined when the in-game event is selected.
25. The computer usable non-transitory storage medium of claim 20, wherein the steps additionally comprise: admitting a player into the game while the game is not over.
26. The computer usable non-transitory storage medium of claim 25, wherein the steps additionally comprise: registering each player with an entity associated with the game, prior to admitting the player to the game.
27. The computer usable non-transitory storage medium of claim 17, wherein the predetermined time period within the in-game event begins proximate to the in-game event being determined, and ends before the outcome of the in-game event.
28. The computer usable non-transitory storage medium of claim 17, wherein the broadcast of the game includes one or more of: a computer broadcast, a television broadcast and a radio broadcast.
PCT/IB2019/061289 2019-12-23 2019-12-23 System and method for in game event management WO2021130519A1 (en)

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Citations (3)

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WO2009027158A1 (en) * 2007-08-31 2009-03-05 Sony Ericsson Mobile Communications Ab Real-time, online betting system
US20120214575A1 (en) * 2008-10-24 2012-08-23 Lee Amaitis Wagering on event outcomes during the event
US20160300430A1 (en) * 2015-04-10 2016-10-13 IPro, Inc. System and method for on-line wagering on real-time events

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2009027158A1 (en) * 2007-08-31 2009-03-05 Sony Ericsson Mobile Communications Ab Real-time, online betting system
US20120214575A1 (en) * 2008-10-24 2012-08-23 Lee Amaitis Wagering on event outcomes during the event
US20160300430A1 (en) * 2015-04-10 2016-10-13 IPro, Inc. System and method for on-line wagering on real-time events

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