US20100184495A1 - Method and system for playing an online fantasy game - Google Patents

Method and system for playing an online fantasy game Download PDF

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US20100184495A1
US20100184495A1 US12/577,599 US57759909A US2010184495A1 US 20100184495 A1 US20100184495 A1 US 20100184495A1 US 57759909 A US57759909 A US 57759909A US 2010184495 A1 US2010184495 A1 US 2010184495A1
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fantasy
real
world
player
method
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Micheal LEVY
Robert C. PHYTHIAN
Barry A. CARPE
David A. MARCHETTI
Mark C. Hennessy
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OPEN SPORTS NETWORK Inc
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OPEN SPORTS NETWORK Inc
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Assigned to LEVY, MICHAEL reassignment LEVY, MICHAEL SECURITY AGREEMENT Assignors: OPEN SPORTS NETWORK, INC.
Assigned to LEVY, MICHAEL reassignment LEVY, MICHAEL SECURITY AGREEMENT Assignors: OPEN SPORTS NETWORK, INC.
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/12Video games, i.e. games using an electronically generated display having two or more dimensions involving interaction between a plurality of game devices, e.g. transmisison or distribution systems
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams

Abstract

Disclosed is a method of playing a fantasy game. The fantasy game persists for a predetermined duration, within a fantasy league having a number of fantasy teams, each fantasy team being managed by a manager and having number of roster positions. The method provides for selecting a first fantasy player corresponding to a first real-world performer, assigning the first fantasy player to a first position of a first fantasy team, selecting a second fantasy player corresponding to a second real-world performer, and substituting the second fantasy player for the first fantasy player before the expiration of the predetermined duration and after the performance by the first real-world player has begun.

Description

  • This invention claims the benefit of U.S. Provisional Patent Application No. 61-146,201 filed on Jan. 21, 2009, which is hereby incorporated by reference in its entirety.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The embodiments of the invention relate to an online fantasy game and, more particularly, to a method and system for playing an online fantasy game. Although embodiments of the invention are suitable for a wide scope of applications, it is particularly suitable for an online fantasy game in which participants can make roster substitutions during the event or events upon which the fantasy game is based.
  • 2. Discussion of the Related Art
  • In general, fantasy games are games that are based upon actions of people in the real world in an event such as a professional sports game. Participants in a fantasy game select a person or persons from the real world and accumulate points when the persons they have selected perform certain acts in the event. A participant wins a fantasy game by accumulating more points than other opponents in the fantasy game.
  • The participants in a fantasy game are called managers and compete with other managers in a group called a fantasy league. Each manager has a team with a number of roster positions. Roster positions are filled, at the discretion of the manager, from a pool of fantasy players. Within a traditional fantasy league, fantasy players are owned exclusively by a single manager and correlate to real-world performers. Fantasy players earn points for their fantasy team based upon a real-world performance of the real-world performer in a real-world event. Managers can trade or substitute fantasy players with a history of poor performances for other fantasy players. Roster changes may be made before the underlying real-world performance of a fantasy player has begun. Managers defeat other managers by obtaining a higher score based upon the manager's prior selection of fantasy players who scored more points.
  • Typically, fantasy games are based on athletic competitions in the real world. Athletic competitions include American football, baseball, basketball, and hockey. For example, a manager might score points when a particular baseball player hits a home run or when a basketball player scores a free throw. However, fantasy games are not necessarily limited to athletic competitions and can be based upon any happening in the real world.
  • In traditional fantasy games, a group of managers will join together to form a league. Managers then take turns selecting fantasy players to fill their rosters in a fantasy draft. Once a fantasy player has been selected by one manager, that same fantasy player cannot be selected by another manager. Fantasy players not initially selected in the fantasy draft are called free agents and can be selected by managers to fill roster positions later in the fantasy game. Managers directly compete against other managers in periodic one-on-one competitions called matchups. League rules dictate the duration of fantasy game, matchup schedules, and scoring methodology. The fantasy game typically persists for the entire set of underlying real-world performances. Matchups between managers occur for a subset of the performances. For example, a fantasy game will typically cover an entire sporting season and matchups will occur for all games in a given week.
  • In a variant of the traditional fantasy game, each fantasy player is assigned a fantasy salary based on the market demand for that fantasy player. Each manager is given a “salary cap” and must staff the fantasy team while the sum of all fantasy player's salaries under the salary cap. In this variant, the same fantasy player may be possessed by multiple managers within the same fantasy league.
  • In traditional fantasy games, once a real-world event in which the real-world performer is performing has begun, the roster is locked and no roster changes may be made. For example, once a real-world hockey game has started, the roster position of any fantasy player in the hockey game is locked. If the athlete has the misfortune of suffering a game ending injury, and thereby obviates the athlete's ability to score points for the fantasy team, there is no recourse. Similarly, if an athlete who is not on a fantasy team is having an outstanding performance, a manager cannot add that performer to the team's roster. Thus, managers exercising poor discretion in selecting performers prior to the performance are forced to suffer the consequences of their initial judgment. Once the real-world event has begun, the manager's interaction with the fantasy game is limited to being a spectator.
  • Traditional fantasy games only allow a fantasy player to be possessed by a single manager within the fantasy league. When playing salary cap variants of fantasy games where concurrent ownership is permitted by the rules, managers are constrained by salary cap limitations. This limits the ability of managers for poorly performing teams to rectify their misfortune.
  • Further, traditional fantasy games take place over long periods of time. Because fantasy games often persist for the duration of an entire athletic season, managers may become disinterested in the game if their fantasy team is performing poorly. Additionally, managers with poorly performing fantasy teams may become disenfranchised in the later part of the season and limit their participation or withdraw from the game. Disinterested or withdrawing managers diminishes the fantasy game experience for the remaining managers.
  • SUMMARY OF THE INVENTION
  • Accordingly, embodiments of the invention are directed to a method and system for playing a fantasy game that substantially obviates one or more of the problems due to limitations and disadvantages of the related art.
  • An object of embodiments of the invention is to allow managers to substitute fantasy players after the events upon which the fantasy game is based have begun.
  • Another object of embodiments of the invention is to provide, an online fantasy game format suitable for active participation during a short period of time.
  • Another object of embodiments of the invention is to enable the same fantasy player to be possessed by multiple managers simultaneously.
  • Another object of embodiments of the invention is to provide an interactive software tool to manage an online fantasy game.
  • Another object of embodiments of the invention is to provide integration with external social networks enabling managers to invite and locate friends from the network and upload fantasy status updates to the network.
  • Additional features and advantages of embodiments of the invention will be set forth in the description which follows, and in part will be apparent from the description, or may be learned by practice of embodiments of the invention. The objectives and other advantages of the embodiments of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
  • To achieve these and other advantages and in accordance with the purpose of embodiments of the invention, as embodied and broadly described, the method and system for playing an online fantasy game includes a method of playing an online fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the method comprising: selecting a first fantasy player corresponding to a first real-world performer in a first real-world event; assigning the first fantasy player to a first position of a first fantasy team; selecting a second fantasy player corresponding to a second real-world performer in a second real-world event; and substituting the second fantasy player for the first fantasy player before expiration of the predetermined duration and after the first real-world event has begun.
  • In another aspect, the method and system for playing an online fantasy game includes a method of administering an online fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the method comprising: verifying the identity of a manager; enabling the manager to select a first fantasy player; correlating the first fantasy player to a first real-world performer; facilitating the manager to assign the first fantasy player to a first roster position of a first fantasy team; determining a first score for the first fantasy player based on a first contemporaneous performance of the first real-world performer in a first real-world event; enabling the manager to select a second fantasy player; correlating the second fantasy player to a second real-world performer in a second real-world event; facilitating the manager to substitute the second fantasy player for the first fantasy player before expiration of the predetermined duration and after the first contemporaneous performance by the first real-world performer has begun in the first real-world event; determining a second score for the second fantasy player based on a second contemporaneous performance of the second real-world performer in the second real-world event; and summing the first score and the second score during the predetermined duration.
  • In another aspect, the method and system for playing an online fantasy game includes a system for playing a fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the system comprising: an authentication module which identifies a manager; and a roster management module which facilitates: selecting a first fantasy player corresponding to a first real-world performer in a first real-world event; assigning the first fantasy player to a first position of a first fantasy team; selecting a second fantasy player corresponding to a second real-world performer in a second real-world event; and substituting the second fantasy player for the first fantasy player before expiration of the predetermined duration and after the first real-world event has begun.
  • It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory and are intended to provide further explanation of embodiments of the invention as claimed.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The accompanying drawings, which are included to provide a further understanding of embodiments of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of embodiments of the invention.
  • FIG. 1 is a flow chart illustrating game play according to an embodiment of the invention;
  • FIG. 2 is a timeline illustrating substitutions according to an embodiment of the invention;
  • FIG. 3 is a ledger illustrating scoring for a fantasy game based on football according to an embodiment of the invention;
  • FIGS. 4A-4C are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention;
  • FIG. 5 is a diagram illustrating modules of a fantasy game system according to an embodiment of the invention.
  • FIG. 6 is a diagram illustrating a method for capturing performance data according to an embodiment of the invention.
  • FIG. 7 is a diagram illustrating the flow of performance data according to an embodiment of the invention.
  • FIG. 8 is a flow chart illustrating administration of an online fantasy game according to an embodiment of the invention;
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • Reference will now be made in detail to the preferred embodiments of the invention, examples of which are illustrated in the accompanying drawings. The invention may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the invention to those skilled in the art. In the drawings, the thicknesses of layers and regions are exaggerated for clarity. Like reference numerals in the drawings denote like elements.
  • FIG. 1 is a flow chart illustrating game play according to an embodiment of the invention. Managers may select fantasy players to fill their roster 100 prior to commencement of the underlying real-world performances. A record of the manager's selection is stored in an online game data server. The real-world performance can be participation in a sporting event or group of sporting events, but may also be a non-athletic performance. Real-world performers may be a member of a professional, collegiate, or amateur team. Multiple managers within a fantasy league may own the same fantasy player. After the fantasy game starts 110, managers continually assess 120 the performances of the underlying real-world performers in real-world events. Managers may add and remove fantasy players to maintain an optimal roster by making substitutions 150. A record of the manager's substitution is stored in the online game data server. A fantasy player only accrues points for the fantasy team of a manager while the fantasy player is on the roster. When a fantasy player is removed from the roster by the manager, the fantasy player no longer accrues points for that manager's fantasy team. Once a fantasy game reaches its ending date 130, final points are calculated 140, standings are computed, and prizes may be awarded. Fantasy players on each fantasy team accumulate points based on the performance of the corresponding real-world performer in a concurrent real-world event in the given time period that the fantasy game runs.
  • FIG. 2 is a timeline illustrating substitutions according to an embodiment of the invention. The timeline shows substitutions for a given roster position of a fantasy team. The fantasy game starts at t=0 and ends at t=3. The roster position is filled with a first fantasy player FP1. For the duration of the first fantasy player's tenure on the roster, the player accumulates points 230 based upon the performance of the underlying real-world player. Scores are updated continuously as fantasy players accrue points. At t=1, a substitution occurs. The first fantasy player is removed from the roster position and a second fantasy player is added and begins accumulating points 240. Because the first fantasy player is no longer on the roster, the first fantasy player can not accumulate points. At t=2, a third fantasy player FP3 is substituted in place of the second fantasy player. At the end of the fantasy game, t=3, the points for all fantasy players that occupied the roster position over the course of the game are totaled 260. In an embodiment of the invention based on football, substitutions must occur at least ten seconds before the beginning of each play.
  • Fantasy players can correspond to real-world performers who are performing in the same event. For example, a fantasy team can have fantasy players from each of two real-world teams that are competing in head-to-head competition. A fantasy team can also have fantasy players who are performing in different yet concurrent events.
  • The accumulated points of all fantasy players on the fantasy team are tabulated by point category. In football, these point categories include passing, rushing, receiving and kicking. In baseball, these point categories include home runs, runs batted in (RBI's), stolen bases, runs scored, batting average, wins, saves, strikeouts, earned run average (ERA) and whip (Walks+Hits per Innings Pitched). In basketball, these point categories include points scored, steals, rebounds, assists, blocked shots, field goal percentage and free throw percentage. In hockey, these point categories include goals, assists, plus/minus ratio, penalty minutes, goals allowed, shut outs, wins, save percentage and shut outs. While specific sports and point categories have been described, other sports and non-sports as well as other point categories are contemplated.
  • The number of points awarded for specific attributes of the performance is determined at the outset of the fantasy game. The determination of points can be done by the fantasy game provider or the organizer of the fantasy league. In an embodiment of the invention based on football, a touchdown scored by rushing is worth 60 points and each yard gained is worth 1 point. A two-point conversion is worth 20 points, a field goal 30 points, and an extra point worth 10 points. Interceptions and lost fumbles are worth −20 points.
  • FIG. 3 illustrates an exemplary scoring ledger for a fantasy game based on football. Each roster position 310, is awarded points for each category 320. The scores for each point category 320 are totaled to determine a total score for that roster position 330. The total score 330 for each roster position 310 is totaled to determine a total score for the fantasy team 340. The fantasy team with the highest total score wins the fantasy game.
  • In fantasy games based on baseball, basketball, and hockey, each fantasy team is scored based on their standing for each individual point category. The fantasy team with the highest score in any given point category is awarded an amount of points equal to the number of teams in the fantasy league (i.e. in an 8-man league, first place in Home Runs receives 8 points). Each other fantasy team in that point category is awarded one less point than the fantasy team above it (i.e. 2nd place in home runs for an 8-man league receives 7 points, 3rd receives 6 points, etc). Once each point category has been scored, the fantasy team's total score is the sum of all point categories. The fantasy team with the highest score wins.
  • FIGS. 4A-4C illustrate an exemplary set of scoring ledgers for a fantasy game based on basketball. For each point category 400, managers 410 are ranked according to their accumulated points 420 in that category. The top manager 430 is awarded a score 440 equal to the number of managers in the league. Each subsequent manager is awarded 1 less point than the previous. The lowest ranked manager 450 receives a score of 1. To obtain a final score for a manager 410, the scores from each category are totaled 460. The manager with the highest score 470 is the winner of the fantasy game.
  • In an embodiment of the invention, each fantasy game may have as few as 2 managers competing head-to-head or as many as 100 managers competing in a fantasy league. Multiple fantasy leagues may persist concurrently and a manager may enter into multiple leagues at the same time with the same or a different fantasy team. Managers are ranked against other managers in their league to determine the winner of league play. Managers are also ranked against managers from other concurrent fantasy leagues to determine an overall winner. This system of multiple ranking adds to the user experience by improving a manager's opportunities to win and increasing the manager's interest in the game.
  • FIG. 5 is a diagram of a fantasy game system according to an embodiment of the invention. A network enabled management tool (not shown) is provided to interface with the fantasy game system 500 and facilitate game play according to the aforementioned aspects of the game. The management tool may persist on the manager's personal computer, cellular telephone, or wireless communications device. Alternatively, the management tool may exist as an applet or webpage hosted on the world wide web by the fantasy game provider. Additionally, the management tool may exist on dedicated portable or stationary hardware. Dedicated hardware may be owned by a casino or arcade and provisioned for the use of guests or owned in an individual capacity by fantasy managers.
  • In an exemplary embodiment, an authentication module 510 controls access to the fantasy game system. Managers may sign up for an account with the fantasy game provider. Accounts are associated with both a unique username and password. Managers can use the management tool in combination with their username and password to log into their accounts, gain access to fantasy games, and perform management functions on their fantasy team or teams.
  • In an exemplary embodiment, the fantasy game system provides for a fantasy lobby module 520 where managers may choose a fantasy game that matches their desired level of participation. From the fantasy lobby, the manager will be able to select a fantasy league 525 from among the following exemplary league attributes: their friends (listed first), league size, entry fee, and prize amount. Fantasy leagues disappear when they fill up. In an embodiment, the fantasy lobby will also have a messaging component 535 where users can exchange ideas, look for people to challenge, or otherwise engage in friendly banter about the fantasy game. In another embodiment, the fantasy lobby will also support the ability for managers to invite friends 545 and issue challenges to other managers.
  • Managers build their fantasy team according to the specific league's roster requirements. Roster requirements dictate how many and what type of fantasy players are allowed on a fantasy team. Roster requirements can limit the universe of real-world performers to a particular sport. In an exemplary embodiment, the fantasy game system provides for a roster management module 530 which enforces league roster requirements. Unlike traditional fantasy games, managers do not have to go through a league draft to assemble their initial roster. Mangers select fantasy players using the management tool to add fantasy players according to the league rules enforced by the roster management module. Multiple managers within a fantasy league may have the same fantasy players on their roster.
  • Managers may make substitutions at any time during the fantasy game. Managers may make an unlimited number of substitutions. To make a substitution, a manager selects a first fantasy player to remove from the roster. Next, the manager selects a second fantasy player to replace the first. This process is repeated for as many substitutions as the manager wishes to make during the fantasy game. In an embodiment, the management tool provides a fantasy player list that shows the available fantasy players eligible for substitution onto the fantasy team. In another embodiment, the management tool provides a list of recently substituted fantasy players so that managers can quickly find recently used fantasy players.
  • In an exemplary embodiment, the fantasy game system provides a leaderboard module 540 which maintains standings in leaderboards. Managers may use the management tool to monitor the leaderboards. Leaderboards are updated continuously for the duration of the fantasy game. One leaderboard may display standings within the manager's fantasy league. Another leaderboard may display standings for all managers in all leagues.
  • In an exemplary embodiment, the fantasy game system provides for a scoring module 550 which maintains data about the fantasy game the underlying real-world performances. Managers may use the management tool to monitor the scoring module data. In head-to-head matchups, the management tool shows the scores of both managers. If the manager is participating in a fantasy league, the management tool shows the manager with the highest score. If the manager is the current leader in the fantasy league, the management tool shows the second place manager's score along with manager's own score. The manager may use the management tool to target another manager in the manager's leaderboard by highlighting and selecting the other manager's fantasy team. The manager may change the view an unlimited number of times.
  • In an exemplary embodiment, news feed module 560 will receive live updates alerts regarding the underlying real-world performances. Updates will be available to managers through the management tool. Example live updates alerts include: real-world team news, real-world player news/injuries, automated real-world game alerts including red zone or scoring notification, automated fantasy alerts, scoring summaries, current drive. A “shout box” 570 is provided where managers can type messages to interact in real-time. Additionally the live scoring module provides game-wide alerts to notify managers of major injuries, milestones, or events. Game-wide alerts are supplemental to the automated live update alerts.
  • In an exemplary embodiment, the scoring module provides for a graphical display element 580 which measures the amount of activity being generated for a particular matchup. Increased activity could be indicative of changed circumstances necessitating a substitution. The graphical display element gives the manager visual feedback so that they can effectively manage their roster. The graphical display element may be embodied as a thermometer that moves up and down throughout the duration of the underlying real-world performance.
  • In an exemplary embodiment, the fantasy game system provides a social networking module 590 which integrates with social networking sites, such as Facebook®, MySpace®, or Twitter®. The social networking module allows managers to identify friends from other social networks that have existing accounts with the fantasy game provider and to invite new friends to the fantasy game using the management tool. The social networking module allows mangers to see friends who are currently playing fantasy games and to maintain a list of friends for easy reference. Additionally, the social networking module may have status updates from the fantasy game manually or automatically posted to an external social networking site.
  • Fantasy players earn points for the fantasy team based upon the performances of the corresponding real-world performers. In an exemplary embodiment of the invention, the performance is measured by the combination of both statistical data and timing data. Statistical data and timing data may be recorded by a person or persons watching the real-world performances. The persons may operate separately for error checking and redundancy. The persons may also operate together, dividing the data collecting tasks.
  • FIG. 6 illustrates a method for collecting performance data. A video feed of the performance is captured at the location of the performance 600 and sent to a satellite 610 for distribution via a satellite TV provider such as DirecTV. Data is collected by two redundant teams 620 of two persons watching the satellite video feed on standard televisions. Each team is located on opposite sides of the United States to hedge the risk of atmospheric conditions disrupting the satellite feed. Each team includes a time keeper 630 who records the time of individual acts of the performance and a statistician 640 who records the details of the act.
  • FIGS. 6 and 7 illustrate the sources, synthesis, and storage of performance data. As shown in FIG. 7, statistical data 730 is data which quantifies the specific acts that constitute the real-world performance. Statistical data is stored in a statistical database 740. Timing data 750 is the time when each of the specific acts constituting the real-world performance occurred. Timing data is stored in a timing database 710. For example, in a baseball game, statistical data may show that a batter had four hits. The timing data shows the time each of the hits occurred.
  • Data from both the statistical database 740 and the timing database 710 are synthesized in the performance engine 700 where statistical events are correlated with a timing information. Synthesized data is stored in a performance database 720. Data from the performance database can then be matched to a period that a fantasy player was on the roster of a fantasy team. Matching allows the fantasy player to accrue points for the fantasy team based on the performance of the real-world player.
  • FIG. 8 is a flow chart illustrating administration of an online fantasy game according to an embodiment of the invention. Managers can make changes to their fantasy teams after verifying 800 their identity. Verification can be implemented by a simple username and password. After verification, managers are enabled 810 to select a fantasy player. The selected fantasy player is then correlated 820 to a real-world performer in a real-world event. The manager can then assign 830 the selected fantasy player to a roster position of the manager's fantasy team. After assignment, the fantasy athlete can be assigned a score 840 based upon the real-world performer's performance in the real-world event. Successive 850 fantasy players can be selected, correlated, assigned, and scored according to this method. When the fantasy game is over, the total points scored by the fantasy team can calculated 860. In an embodiment, the total score for a fantasy team is calculated continuously throughout the fantasy game as the performance by the underlying real-world performer accrues points for the fantasy team.
  • It will be apparent to those skilled in the art that various modifications and variations can be made in the method and system for playing a fantasy game of embodiments of the invention without departing from the spirit or scope of the invention. Thus, it is intended that embodiments of the invention cover the modifications and variations of this invention provided they come within the scope of the appended claims and their equivalents.

Claims (18)

1. A method of playing an online fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the method comprising:
selecting a first fantasy player corresponding to a first real-world performer in a first real-world event;
assigning the first fantasy player to a first position of a first fantasy team;
storing a record of the assignment in an online game data server;
selecting a second fantasy player corresponding to a second real-world performer in a second real-world event;
substituting the second fantasy player for the first fantasy player before expiration of a predetermined duration and after the first real-world event has begun; and
storing a record of the substitution in an online game data server.
2. The method of claim 1, wherein the first real-world player is a member of a professional athletic team.
3. The method of claim 1, wherein the first real-world player is a member of a collegiate athletic team.
4. The method of claim 1, further comprising:
separating performance aspects of the first real-world performer in the first real-world event into a plurality of categories; and
awarding a point value to each of the plurality of categories.
5. The method of claim 4, wherein the awarding is based on point value assigned to a category.
6. The method of claim 1, wherein the first fantasy player is simultaneously assigned to a first fantasy team and a second fantasy team of the plurality of fantasy teams in the fantasy league.
7. The method of claim 1, wherein the plurality of fantasy teams in the fantasy league is exactly 2.
8. The method of claim 1, wherein the first and second real-world events are the same real-world event.
9. The method of claim 5, wherein the awarding is recalculated continuously before expiration of the predetermined duration.
10. A method of administering an online fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the method comprising:
verifying the identity of a manager;
enabling the manager to select a first fantasy player;
correlating the first fantasy player to a first real-world performer;
facilitating the manager to assign the first fantasy player to a first roster position of a first fantasy team;
determining a first score for the first fantasy player based on a first contemporaneous performance of the first real-world performer in a first real-world event;
enabling the manager to select a second fantasy player;
correlating the second fantasy player to a second real-world performer in a second real-world event;
facilitating the manager to substitute the second fantasy player for the first fantasy player before expiration of the predetermined duration and after the first contemporaneous performance by the first real-world performer has begun in the first real-world event;
determining a second score for the second fantasy player based on a second contemporaneous performance of the second real-world performer in the second real-world event; and
summing the first score and the second score during the predetermined duration.
11. The method of claim 10, wherein the first score is updated continuously throughout the first contemporaneous performance of the first real-world player.
12. The method of claim 10, wherein the second score is updated continuously throughout the second contemporaneous performance of the second real-world player.
13. The method of claim 10, wherein the determining of the first score is based on a statistical attribute for each of a plurality of performance categories.
14. The method of claim 10, wherein the first fantasy player may simultaneously be assigned to the first fantasy team and a second fantasy team in the fantasy league.
15. The method of claim 10, wherein the plurality of fantasy teams in the fantasy league is exactly 2.
16. A system for playing a fantasy game, which persists for a predetermined duration, within a fantasy league having a plurality of fantasy teams, each fantasy team being managed by a manager and having plurality of roster positions, the system comprising:
an authentication module which identifies a manager; and
a roster management module which facilitates:
selecting a first fantasy player corresponding to a first real-world performer in a first real-world event;
assigning the first fantasy player to a first position of a first fantasy team;
selecting a second fantasy player corresponding to a second real-world performer in a second real-world event; and
substituting the second fantasy player for the first fantasy player before expiration of the predetermined duration and after the first real-world event has begun.
17. The system of claim 16, further comprising:
a social networking module which facilitates:
inviting a friend from a social network to join the fantasy game,
locating the friend from a social network already playing the fantasy game, and
publishing status data from the fantasy game to the social network.
18. The system of claim 16, wherein the roster management module facilitates the simultaneous assignment of the first fantasy player to both the first fantasy team and a second fantasy team in the fantasy league.
US12/577,599 2009-01-21 2009-10-12 Method and system for playing an online fantasy game Abandoned US20100184495A1 (en)

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