US20100203935A1 - Method and system for conducting an online fantasy game - Google Patents
Method and system for conducting an online fantasy game Download PDFInfo
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- US20100203935A1 US20100203935A1 US12/691,418 US69141810A US2010203935A1 US 20100203935 A1 US20100203935 A1 US 20100203935A1 US 69141810 A US69141810 A US 69141810A US 2010203935 A1 US2010203935 A1 US 2010203935A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3274—Games involving multiple players wherein the players cooperate, e.g. team-play
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- the embodiments of the invention relate to an online fantasy game and, more particularly, to a method and system for conducting an online fantasy game.
- embodiments of the invention are suitable for a wide scope of applications, it is particularly suitable for an online fantasy game of short duration in which participants partake in multiple fantasy drafts and make wagers on the outcome of the fantasy game.
- fantasy games are games that are based upon actions of people in the real world at an event, such as a professional sports game. Participants in a fantasy game select a fantasy player or fantasy players which correspond a person or persons from the real world. Participants accumulate points when the selected persons perform certain acts in the real-world event. A participant wins in a fantasy game by accumulating more points than other participants.
- a fantasy game is hosted by a fantasy game provider, such as a website operator.
- the participants in a fantasy game can be called managers and compete with other managers in a group called a fantasy league.
- a fantasy league can be created and run by a commissioner on a server provided by the fantasy game provider.
- 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.
- fantasy players are typically 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 an opponent by obtaining a higher score based upon the manager's prior selection of fantasy players who collectively scored more points than opponent's fantasy players.
- fantasy games are based on athletic competitions in the real world.
- Athletic competitions can include American football, baseball, basketball, and hockey.
- a manager might score points when a particular baseball player hits a home run or when a basketball player scores a free throw.
- fantasy games are not necessarily limited to athletic competitions and can be based upon any happening in the real world.
- the fantasy game provider will procure and analyze statistics of the underlying real-world performances.
- Statistics refer to quantifiable information about the real-world player's performance. For example, a fantasy player may accumulate points when the corresponding real-world player scores a goal.
- the statistics can be provided by an agent of the fantasy game provider who observes the real-world performances and tallies the attributes of the performance as they occur.
- the statistics can be provided by a third party statistics service which assimilates statistical data about underlying real-world performances and makes them available to the fantasy game provider at a cost.
- Statistical data is traditionally gleaned by a human who manually records attributes of the performance while the performance is occurring. The performance is typically observed by watching a televised broadcast of the real-world event. The statistical data can be simultaneously uploaded to the internet for integration into a fantasy game hosted by the fantasy game provider. Statistical data typically include the name of the performer and quantifiable attributes of the performer's performance.
- fantasy players In traditional fantasy games, a group of managers will join a league which is created and run by a commissioner. 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.
- fantasy games In traditional fantasy games 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 may cover an entire sporting season and matchups will occur for all games in a given week.
- 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 players' salaries under the salary cap.
- the same fantasy player may be possessed by multiple managers within the same fantasy league.
- FIG. 1 is a flow chart illustrating the administration of a fantasy game according to the prior art.
- a commissioner engages the fantasy game provider to create 100 a fantasy league. After the league is created, the commissioner invites 110 others to join the league and compete as managers in a fantasy football game consisting of a series of matchups amongst the managers. A typical league will have eight to twelve managers.
- a fantasy draft is initiated 120 .
- managers take turns selecting fantasy players to join their respective fantasy teams.
- the draft is complete and the fantasy game can begin 130 .
- fantasy games In traditional fantasy games managers are paired 140 into weekly head-to-head matchups. Each week managers are paired into a different matchup than the week before. However, the fantasy draft only occurs once and a manager carries fantasy players forward from one week to the next. A fantasy game will typically last for the duration of a series of an underlying real-world period, such as an entire football season. At the end of the fantasy game, the manager with the most matchup wins is declared 150 the winner of the fantasy game.
- a single elimination fantasy tournament is held in the final weeks of the fantasy game.
- the results of previous matchups are used to determine eligibility and seeding for the fantasy tournament.
- managers may become disinterested in the game if their fantasy team is performing poorly. Managers with poorly performing fantasy teams may become disenfranchised in the later part of the season and limit their participation or even withdraw from the game. Disinterested or withdrawing managers diminish the fantasy game experience for the remaining managers.
- fantasy draft occurs once before the fantasy game begins. Accordingly, managers have few opportunities to obtain high performing fantasy players after the fantasy game has begun or observe performance of fantasy players before selecting the players in a fantasy draft. In traditional fantasy which permit betting, wagers are collected before the fantasy game begins. If a manager has fantasy team that is performing well, that manager cannot increase the wager.
- embodiments of the invention are directed to a method and system for conducting an online 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 provide a system that provides a fantasy game which is completed in much less time than traditional fantasy games.
- Another object of embodiments of the invention is to provide a mechanism by which a participant may increase a wager on a fantasy game after the fantasy game has begun.
- Another object of embodiments of the invention is to provide a mechanism by which a participant may place a wager on a fantasy game after the fantasy game has begun.
- Another object of embodiments of the invention is to provide for a first fantasy draft before the fantasy game has started and second fantasy draft after the fantasy game has begun.
- Another object of embodiments of the invention is to provide an interface for participants to find and enter fantasy games.
- Another object of embodiments of the invention is to suggest fantasy games to participants in which they may be interested.
- Another object of embodiments of the invention is to provide a system for hosting a fantasy game in which participants compete directly against two or more opponents at the same time.
- the method and system for conducting an online fantasy game includes connecting to a game server, creating a fantasy game on the game server, the fantasy game including a first fantasy team having a first plurality of roster positions and a first rank list, a second fantasy team having a second plurality of roster positions and a second rank list, and a community team comprising a third plurality of roster positions, collecting a first round of wagers, assigning a first fantasy player and a second fantasy player to the community team, assigning a third fantasy player and a fourth fantasy player to the first fantasy team based upon the first rank list, assigning a fifth fantasy player and a sixth fantasy player to the second team based upon the second rank list, collecting a second round of wagers, assigning a first score to the first fantasy player, a second score to the second fantasy player, a third score to the third fantasy player, a fourth score to the fourth fantasy player, a fifth score to the fifth fantasy fantasy
- the method and system for collecting statistical data includes a game server for hosting the plurality of fantasy games, a client for connecting to the game server, a virtual lobby for finding and selecting one of the plurality of fantasy games, a plurality of fantasy players corresponding to a plurality of real-world performers in a plurality of real-world events, a first fantasy game including a first fantasy team comprising a first plurality of roster positions and a first rank list, a second fantasy team comprising a second plurality of roster positions and a second rank list, and a community team comprising a third plurality of roster positions, a wagering module for collecting a first and second round of wagers, a draft engine for conducting a fantasy draft wherein a first fantasy player and a second fantasy player are assigned to the community team, a third fantasy player and a fourth fantasy player are assigned to the first fantasy team based upon the first rank list, a fifth fantasy player and a sixth fantasy player are assigned to the second team based upon the second rank list, a scoring module for scoring the fantasy
- FIG. 1 is a flow chart illustrating the administration of a fantasy game according to the prior art
- FIG. 2 is a flow chart illustrating the conducting of a plurality of fantasy games 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 chart showing maximum and estimated game durations according to an embodiment of the invention.
- FIG. 6 is a block diagram of a system for conducting a fantasy game according to an embodiment of the invention.
- FIG. 7 is a flow chart showing a method for engaging in a fantasy game according to an exemplary embodiment of the invention.
- FIG. 8 is an illustration of a system for conducting a fantasy game according to an embodiment of the invention.
- FIG. 9 illustrates a method for collecting performance data according to an embodiment of the invention.
- FIG. 10 is a block diagram showing data collection according to an embodiment of the invention.
- FIG. 2 is a flow chart illustrating the conducting of a plurality of fantasy games according to an exemplary embodiment of the invention.
- a client can connect 200 to a game server to obtain access fantasy games.
- the client can be operated by an end user called a manager.
- the client can connect to the game server through the internet or a private network.
- the game server can create 200 and host a plurality of fantasy games.
- the exact number of fantasy games available on the game server is a factor of demand. As existing fantasy games are filled, the game server can automatically add additional fantasy games.
- a manager has the ability to manually create custom fantasy games on the game server.
- fantasy games are manually created by a user, the user can set certain fantasy game characteristics, such as number of managers, roster size, roster positions, cost to join, and distribution of prize monies.
- the user can send invitations to selected others and specify a password so that only those with the password may enter the fantasy game.
- a fantasy game can have capacity for as many as twenty mangers that compete directly against each other. In yet another embodiment a fantasy game can have capacity for exactly two managers who directly compete in a head to head match up. A fantasy team in a fantasy game can have exactly one roster position or as many as fifty roster positions. The game server can check to ensure that the number of fantasy teams multiplied by the number of roster positions does not exceed the number of fantasy players eligible to be drafted.
- a fantasy game based on football has as few as two or as many eight managers.
- Each manager can have a fantasy team with five roster positions.
- the five roster positions can be quarterback, running back, wide receiver, tight end, and kicker.
- the constituency of a manager's fantasy team is only known by the manager and is held secret until the end of the game.
- the fantasy game can have a community roster which is shared by all managers.
- the community roster can be the same size and comprise the same roster positions and the fantasy teams.
- managers can create personalized rank lists of fantasy players which can be used by the game server to draft fantasy players to a fantasy team.
- managers can not manually draft fantasy players and all drafting is done by the game server according to the individual managers rank list.
- Fantasy game play can proceed similar in fashion to the card game Texas hold 'em. Managers can be seated in a circle at a virtual table. A first manager can be designated the dealer, a second manager immediately to the left can be designated the small blind, and a third manager two seats to the left can be designated the large blind.
- the blinds can be initial wagers 210 that are collected before game play begins. In an embodiment, other managers can place additional wagers prior to the start of the fantasy game.
- the fantasy game can begin after the underlying real-world events upon which the fantasy game is based has begun. Fantasy players can accrue points for a fantasy team only during the time that the fantasy player is on the fantasy team. Points earned by fantasy players before being assigned to a roster position or after the fantasy game has ended are not counted towards the total points for a fantasy team. In an embodiment, a fantasy player can not be owned by more than one manager in a fantasy game.
- the fantasy game can begin with a first round of drafting 215 .
- the game server can draft fantasy players at random to fill the community roster. Initially, the constituency of the community roster can be held secret.
- the game server can then draft a quarterback for each manager according to the manager's individual rank list. Quarterbacks can be drafted in order starting from the left of the dealer, proceeding clockwise, and ending with the dealer.
- the game server can then draft a running back for each manager according to the manager's individual rank list. Running backs can be drafted starting with the dealer and proceeding counterclockwise around the circle and ending with the small blind.
- managers can place a second round of wagers 220 on the two fantasy players on their fantasy team that were drafted by the game server according to their rank list. Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the big blind and proceed around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold.
- the game server can draft 225 a tight end for each manager according to the manager's individual rank list. Tight ends can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of three fantasy players on the community roster can be revealed. The three fantasy players revealed on the community roster can be the quarterback, the running back, and the tight end.
- managers can place a third round of wagers 230 .
- the managers now know the identity of the three fantasy players on their own fantasy team that were drafted by the game server according to their rank list.
- the managers also know the identity of three fantasy players on the community team.
- Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold.
- the game server can draft 235 a wide receiver for each manager according to the manager's individual rank list. Wide receivers can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of a fourth fantasy player on the community roster can be revealed. The fourth fantasy player revealed on the community roster can be the wide receiver.
- managers can place a fourth round of wagers 240 .
- the managers now know the identity of the four fantasy players on their own fantasy team that were drafted by the game server according to their rank list.
- the managers also know the identity of four fantasy players on the community team.
- Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold.
- the game server can draft 245 a kicker for each manager according to the manager's individual rank list. Kickers can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of a fifth fantasy player on the community roster can be revealed. The fourth fantasy player revealed on the community roster can be the kicker.
- managers can place a fifth round of wagers 250 .
- the managers now know the identity of the all five fantasy players on their own fantasy team that were drafted by the game server according to their rank list.
- the managers also know the identity of all five fantasy players on the community team.
- Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold.
- the fantasy game server can disclose 255 the constituency of all managers remaining in the fantasy game.
- the game server can hold 260 further play for a variable period of time. This allows all fantasy players to continue to accrue points for their fantasy team as the underlying real-world performers continue to perform in the underlying real-world events.
- the period can be as short as thirty seconds or as long as sixty minutes. In an embodiment of the invention, the waiting period is thirty seconds.
- Scores for all managers remaining in the fantasy game are calculated and the manager with the highest score wins.
- Scores for individual fantasy players can be calculated according to methods well known in the art. Scores for a fantasy team can be calculated by comparing a roster position on a manager's team to the corresponding roster position on the community team. For each roster position, the higher score between the manager's team and the community team is awarded to the manager's fantasy team. The manager whose team achieves the highest score is declared 265 the winner and is awarded any wagers made during the game.
- FIG. 3 is a ledger illustrating scoring for a fantasy game based on football according to an embodiment of the invention.
- 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 .
- 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).
- the fantasy team's total score is the sum of all point categories. The fantasy team with the highest score wins.
- FIGS. 4A-4C are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention.
- 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.
- the scores from each category are totaled 460 .
- the manager with the highest score 470 is the winner of the fantasy game.
- FIG. 5 is a chart showing maximum and estimated game durations according to an embodiment of the invention. As shown in FIG. 5 , maximum and estimated times are calculated for a single round of betting and for four rounds of betting according to the number of managers in a fantasy game. In an embodiment, there are four rounds of betting not including the initial round of betting which is compulsory.
- a single round of betting will make at most two passes around the table.
- a second pass around the table will occur if there is another manager on the table who has not called the total amount raised in that round.
- raises are not permitted. This is unlike traditional card-based Texas hold'em but designed to keep fantasy games short. Short fantasy games allows for more fantasy games to be played.
- each manager will have a maximum of ten seconds to make a decision to either fold or call. If a manager has already covered the total bet, they will be skipped in the second round. Accordingly, checking is not an option. In either pass, if a manager's time limit expires, the manager will automatically check if there is not outstanding raise, or fold if there is one.
- An exemplary betting round can take at most:
- the second pass at most will involve Number of Managers ⁇ 1 as at least one manager must be fully invested for there to even be a second pass, so the manager will not be asked to fold or call in the second pass.
- FIG. 6 is a block diagram of a system for conducting a fantasy game according to an exemplary embodiment of the invention.
- the system for conducting a fantasy game includes a game server 500 , a game engine 505 , at least one client 510 , an authentication module 520 , a virtual lobby 530 , a matching engine 540 , a plurality of fantasy games 550 a - 550 c, and a scoring module 560 .
- the game server 500 hosts fantasy games 550 a - 550 c and provides access to features of the fantasy game.
- the game engine 505 creates and conducts fantasy games 550 a - 550 c.
- the game engine 505 can enforce proper sequencing and timing for drafting and wagering in a fantasy game.
- the client 510 can connect to the game server 500 via an internet or network connection.
- the client 510 can be owned and operated by an end user (not shown).
- the client 510 can be a general purpose computing machine, an internet enabled cellular telephone, or a specialized device manufactured for the purpose of connecting to the fantasy game server 500 .
- the client 510 can be loaded with proprietary software produced by the fantasy game provider.
- the proprietary software can be downloaded from the internet and installed by the end user or the proprietary software can be distributed by physical media.
- the client 510 can be configured with general purpose software such as a web browser for connecting to the game server 500 using the hyper text transfer protocol.
- the client 510 and game server 500 are owned by a single entity such as a bar, restaurant, or casino.
- the client 510 can be dedicated, special purpose computing machine loaded with proprietary software specifically for the purpose of interfacing with the game server via a local area network or a wide area network.
- the interfacing can occur wirelessly or wired through standard technologies such as 802.11b/g, WiMAX, or standard Cat5e cabling.
- the client 510 When the client 510 connects to the game server 500 , the client 510 forwards credentials to the server 500 .
- the credentials can serve to identify the client 510 and the end user by a means such as a user name.
- the credentials further serve to authenticate the end user to the game server 500 by means such as a password.
- the game server 500 receives the credentials the game server 500 forwards the credentials to an authentication module 520 .
- the authentication module 520 can verify the identified user is a user registered to use the game server 500 and that the authentication means are valid.
- the client 510 Upon proper authentication, the client 510 is granted access to the game server 500 .
- the system for conducting a fantasy game provides a virtual lobby 530 .
- the virtual lobby 530 can be a visual interface which provides the client 510 access to the game server's 500 features.
- An exemplary list of features includes: entering an existing fantasy game by browsing a list of available games, the entering into an existing fantasy game by searching for a game, creating a new fantasy game, and locating games in which friends of the end user are currently playing.
- the list can be limited according to certain criteria specified by the end user.
- An exemplary list of these criteria includes entry fee, game size, roster size, and the type of real-world events upon which the fantasy game is based.
- searching for a fantasy game the end user may search upon similar criteria.
- the virtual lobby 530 can also have a messaging component where users can exchange ideas, look for people to challenge, or otherwise engage in friendly banter about the fantasy game.
- the virtual lobby 530 will also support the ability for managers to invite friends and issue challenges to other managers.
- the system for conducting a fantasy game provides a matching engine 540 .
- the matching engine 540 provides customized suggestions of fantasy games in which players may be interested. For example, the matching engine can suggest games having similar characteristics to previous fantasy games played by a manager. If the manager has had much success in fantasy games having few managers, the matching engine may suggest larger fantasy games to broaden the competition. In another example, the matching engine may suggest fantasy games in which friends or previous opponents of the manager are playing.
- the game server 500 further provides a plurality of fantasy games 550 a - 550 c.
- a fantasy game 550 a has a plurality of fantasy teams 551 , each respectively having a plurality of roster positions 552 .
- Fantasy games 550 a - 550 c can be automatically created by the game engine 505 in response to demand or manually created by individual managers. Fantasy games 550 a - 550 c can formed according to varying specifications.
- the fantasy game server 500 can accommodate fantasy games having two to twenty fantasy teams although in practice most fantasy games will have two to eight fantasy teams.
- the fantasy game server 500 can support fantasy teams having one to fifty fantasy players although in practice a fantasy team will have at most five fantasy players.
- the game engine 505 can check to ensure that there are an adequate number of fantasy players for a fantasy game having a given number of fantasy teams and roster positions before creating a fantasy game.
- the system for conducting a fantasy game provides for a scoring module 560 which maintains data about the fantasy game the underlying real-world performances. Managers can use the client 510 to monitor the scoring module data of an ongoing fantasy game.
- the client 510 can receive live updates alerts from the game server 500 regarding the underlying real-world performances. Updates can be available to managers through the client 510 .
- 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, and current drive. Additionally the client 510 can receive game-wide alerts regarding major injuries, milestones, or events.
- the system for conducting a fantasy game provides a social networking module 570 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 can have status updates from the fantasy game manually or automatically posted to an external social networking site.
- FIG. 7 is a flow chart showing a method for engaging in a fantasy game according to an exemplary embodiment of the invention.
- a manager can enter 600 a fantasy game and make a personal rank list 610 .
- the personal rank list can contain the manager's preferences for obtaining certain fantasy players.
- the manager can make an initial wager 620 such as a small blind bet or a large blind bet.
- one or more fantasy players are drafted 630 to the manager's fantasy team according to the manager's personal rank list.
- a round of betting ensues 640 in which the manager can check, call, raise, or fold. If the manager folds 650 , the manager forfeits any monies wagered and loses the fantasy game. If the manager, checks, calls, or raises, other managers at the table are given the same opportunity 660 . If there is a raise, game play returns to the manager at 640 . If when all bets are called, the drafting of fantasy players is not complete 670 , another round of one or more fantasy players is drafted 630 to the manager's team according to the manager's personal rank list. If all drafting has been competed 670 , game play proceeds to the showdown, wait, and winner determination 680 .
- FIG. 8 is an illustration of a system for conducting a fantasy game according to an embodiment of the invention.
- the system includes a data collection client 800 and a fantasy game client 860 .
- the data collection client 800 can connect to a performance engine 810 hosted on a data collection server 830 .
- Data collected by the data collection client 800 can be stored in a performance database 820 .
- the fantasy game client 860 can connect to a fantasy game engine 870 hosted on a fantasy game server 890 .
- Fantasy game data can be stored in a fantasy game database 880 .
- An event and performer database 840 can supply information about events and performers to the data collection server 830 , the performance engine 810 , the fantasy game server 890 and the fantasy game engine 870 .
- Data can be entered into the data collection client 800 by a human who is observing a real-world event.
- the data collection client 800 allows the human to enter details of feats accomplished by performers performing in the real-world event.
- the details include the time the feat occurred, the real-world performer who accomplished the feat, and quantifiable details of the feat.
- the details collected by the data collection client 800 can be forwarded to the performance engine 810 and stored in the performance database 820 .
- the data collection server 830 can receive information about a real-world event and the performers in the real-world event from the event and performer database 840 .
- the information can be forwarded to the data collection client 800 so that details of the performance can be matched to the performers by name.
- the information in the event and performer database 840 can be supplied by a third-party data service 850 that maintains lists of upcoming real-world events, the performers expected to perform in the events, and the roles the performers are expected to have in the event.
- the third party data service 850 can provide the date and time of an upcoming football game, the teams involved, the players on each team, and the positions which those players play.
- the fantasy game client 860 can be a tool which allows a user access the fantasy game system.
- the fantasy game client 860 can connect to a fantasy game engine 870 which is hosted on a fantasy game server 890 .
- the fantasy game engine 860 can conduct aspects of a fantasy game such as drafting, scheduling, and wagering. Details of a fantasy game such as fantasy rosters, rank lists, final scores, and friends lists, can be stored in the fantasy game database 880 .
- the fantasy game engine 860 can receive information about upcoming real-world events and real-world players from the event and performer database 840 .
- the fantasy game client can receive information about fantasy games and player performances from the fantasy game server 890 or the fantasy game engine 870 .
- the fantasy game engine 870 can access performance data by requesting data from the performance engine 810 which can in turn retrieve the data from the performance database 820 .
- Performance data from the performance data base 820 is used by the fantasy game engine 870 to score fantasy players and determine winners of fantasy games hosted on the fantasy game server 890 .
- FIG. 9 illustrates a method for collecting performance data according to an embodiment of the invention.
- a video feed of the performance is captured at the location of the performance 900 and sent to a satellite 910 for distribution via a satellite TV provider such as DirecTV.
- Data is collected by two redundant teams 920 a and 920 b 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 935 a and 935 b who records the time of individual acts of the performance and a statistician 930 a and 930 b who records the details of the act.
- FIG. 10 is a block diagram showing data collection according to an embodiment of the invention.
- statistical data 940 is data which quantifies the specific acts that constitute the real-world performance.
- Statistical data is stored in a statistical database 950 .
- Timing data 945 is the time when each of the specific acts constituting the real-world performance occurred.
- Timing data is stored in a timing database 955 . 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 950 and the timing database 955 are synthesized in the performance engine 960 where statistical events are correlated with timing information and fantasy player roster selections from a performance database 970 . Synthesized data is stored back in the performance database 970 . 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.
Abstract
Description
- This invention claims the benefit of U.S. Provisional Patent Application No. 61/146,211 filed on Jan. 21, 2009, which is hereby incorporated by reference in its entirety.
- 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 conducting 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 of short duration in which participants partake in multiple fantasy drafts and make wagers on the outcome of the fantasy game.
- 2. Discussion of the Related Art
- In general, fantasy games are games that are based upon actions of people in the real world at an event, such as a professional sports game. Participants in a fantasy game select a fantasy player or fantasy players which correspond a person or persons from the real world. Participants accumulate points when the selected persons perform certain acts in the real-world event. A participant wins in a fantasy game by accumulating more points than other participants.
- A fantasy game is hosted by a fantasy game provider, such as a website operator. The participants in a fantasy game can be called managers and compete with other managers in a group called a fantasy league. A fantasy league can be created and run by a commissioner on a server provided by the fantasy game provider.
- 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 typically 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 an opponent by obtaining a higher score based upon the manager's prior selection of fantasy players who collectively scored more points than opponent's fantasy players.
- Typically, fantasy games are based on athletic competitions in the real world. Athletic competitions can 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.
- To facilitate scoring in a traditional fantasy game, the fantasy game provider will procure and analyze statistics of the underlying real-world performances. Statistics refer to quantifiable information about the real-world player's performance. For example, a fantasy player may accumulate points when the corresponding real-world player scores a goal. The statistics can be provided by an agent of the fantasy game provider who observes the real-world performances and tallies the attributes of the performance as they occur. Alternatively, the statistics can be provided by a third party statistics service which assimilates statistical data about underlying real-world performances and makes them available to the fantasy game provider at a cost.
- Statistical data is traditionally gleaned by a human who manually records attributes of the performance while the performance is occurring. The performance is typically observed by watching a televised broadcast of the real-world event. The statistical data can be simultaneously uploaded to the internet for integration into a fantasy game hosted by the fantasy game provider. Statistical data typically include the name of the performer and quantifiable attributes of the performer's performance.
- In traditional fantasy games, a group of managers will join a league which is created and run by a commissioner. 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.
- In traditional fantasy games 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 may 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 players' salaries under the salary cap. In this variant, the same fantasy player may be possessed by multiple managers within the same fantasy league.
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FIG. 1 is a flow chart illustrating the administration of a fantasy game according to the prior art. As shown inFIG. 1 , a commissioner engages the fantasy game provider to create 100 a fantasy league. After the league is created, the commissioner invites 110 others to join the league and compete as managers in a fantasy football game consisting of a series of matchups amongst the managers. A typical league will have eight to twelve managers. When the league has been formed and a requisite number of managers has joined, a fantasy draft is initiated 120. During the draft, managers take turns selecting fantasy players to join their respective fantasy teams. When the managers have a full team, the draft is complete and the fantasy game can begin 130. - In traditional fantasy games managers are paired 140 into weekly head-to-head matchups. Each week managers are paired into a different matchup than the week before. However, the fantasy draft only occurs once and a manager carries fantasy players forward from one week to the next. A fantasy game will typically last for the duration of a series of an underlying real-world period, such as an entire football season. At the end of the fantasy game, the manager with the most matchup wins is declared 150 the winner of the fantasy game.
- In some variants of the traditional fantasy game, a single elimination fantasy tournament is held in the final weeks of the fantasy game. The results of previous matchups are used to determine eligibility and seeding for the fantasy tournament.
- Because traditional fantasy games often persist for many months, managers may become disinterested in the game if their fantasy team is performing poorly. Managers with poorly performing fantasy teams may become disenfranchised in the later part of the season and limit their participation or even withdraw from the game. Disinterested or withdrawing managers diminish the fantasy game experience for the remaining managers.
- Traditional fantasy games are closed to new managers after the game has begun. Managers interested in joining a league must often wait until the next athletic season for the next fantasy game to begin.
- In a traditional fantasy game, a fantasy draft occurs once before the fantasy game begins. Accordingly, managers have few opportunities to obtain high performing fantasy players after the fantasy game has begun or observe performance of fantasy players before selecting the players in a fantasy draft. In traditional fantasy which permit betting, wagers are collected before the fantasy game begins. If a manager has fantasy team that is performing well, that manager cannot increase the wager.
- Accordingly, embodiments of the invention are directed to a method and system for conducting an online 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 provide a system that provides a fantasy game which is completed in much less time than traditional fantasy games.
- Another object of embodiments of the invention is to provide a mechanism by which a participant may increase a wager on a fantasy game after the fantasy game has begun.
- Another object of embodiments of the invention is to provide a mechanism by which a participant may place a wager on a fantasy game after the fantasy game has begun.
- Another object of embodiments of the invention is to provide for a first fantasy draft before the fantasy game has started and second fantasy draft after the fantasy game has begun.
- Another object of embodiments of the invention is to provide an interface for participants to find and enter fantasy games.
- Another object of embodiments of the invention is to suggest fantasy games to participants in which they may be interested.
- Another object of embodiments of the invention is to provide a system for hosting a fantasy game in which participants compete directly against two or more opponents at the same time.
- 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 conducting an online fantasy game includes connecting to a game server, creating a fantasy game on the game server, the fantasy game including a first fantasy team having a first plurality of roster positions and a first rank list, a second fantasy team having a second plurality of roster positions and a second rank list, and a community team comprising a third plurality of roster positions, collecting a first round of wagers, assigning a first fantasy player and a second fantasy player to the community team, assigning a third fantasy player and a fourth fantasy player to the first fantasy team based upon the first rank list, assigning a fifth fantasy player and a sixth fantasy player to the second team based upon the second rank list, collecting a second round of wagers, assigning a first score to the first fantasy player, a second score to the second fantasy player, a third score to the third fantasy player, a fourth score to the fourth fantasy player, a fifth score to the fifth fantasy player, and a sixth score to the sixth fantasy player, calculating a first team score for the first fantasy team by summing the greater of the first score and the third score with the greater of the second score and the fourth score, calculating a second team score for the second fantasy team by summing the greater of the first score and the fifth score with the greater of the second score and the sixth score; and determining a winner between the first fantasy team and the second fantasy team.
- In another aspect, the method and system for collecting statistical data includes a game server for hosting the plurality of fantasy games, a client for connecting to the game server, a virtual lobby for finding and selecting one of the plurality of fantasy games, a plurality of fantasy players corresponding to a plurality of real-world performers in a plurality of real-world events, a first fantasy game including a first fantasy team comprising a first plurality of roster positions and a first rank list, a second fantasy team comprising a second plurality of roster positions and a second rank list, and a community team comprising a third plurality of roster positions, a wagering module for collecting a first and second round of wagers, a draft engine for conducting a fantasy draft wherein a first fantasy player and a second fantasy player are assigned to the community team, a third fantasy player and a fourth fantasy player are assigned to the first fantasy team based upon the first rank list, a fifth fantasy player and a sixth fantasy player are assigned to the second team based upon the second rank list, a scoring module for scoring the fantasy game wherein a first, second, third, fourth, fifth, and sixth scores are assigned to the first, second, third, fourth, fifth, and sixth fantasy players, respectively, a first team score is calculated for the first fantasy team by summing the greater of the first score and the third score with the greater of the second score and the fourth score, a second team score is calculated for the second fantasy team by summing the greater of the first score and the fifth score with the greater of the second score and the sixth score, and a winner is determined between the first fantasy team and the second fantasy team.
- 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.
- 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.
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FIG. 1 is a flow chart illustrating the administration of a fantasy game according to the prior art; -
FIG. 2 is a flow chart illustrating the conducting of a plurality of fantasy games 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 chart showing maximum and estimated game durations according to an embodiment of the invention. -
FIG. 6 is a block diagram of a system for conducting a fantasy game according to an embodiment of the invention. -
FIG. 7 is a flow chart showing a method for engaging in a fantasy game according to an exemplary embodiment of the invention. -
FIG. 8 is an illustration of a system for conducting a fantasy game according to an embodiment of the invention; -
FIG. 9 illustrates a method for collecting performance data according to an embodiment of the invention; and -
FIG. 10 is a block diagram showing data collection according to an embodiment of the invention. - 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.
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FIG. 2 is a flow chart illustrating the conducting of a plurality of fantasy games according to an exemplary embodiment of the invention. As shown inFIG. 2 , a client can connect 200 to a game server to obtain access fantasy games. The client can be operated by an end user called a manager. The client can connect to the game server through the internet or a private network. - The game server can create 200 and host a plurality of fantasy games. The exact number of fantasy games available on the game server is a factor of demand. As existing fantasy games are filled, the game server can automatically add additional fantasy games.
- In an embodiment of the invention, a manager has the ability to manually create custom fantasy games on the game server. When fantasy games are manually created by a user, the user can set certain fantasy game characteristics, such as number of managers, roster size, roster positions, cost to join, and distribution of prize monies. When a user creates a custom fantasy game, the user can send invitations to selected others and specify a password so that only those with the password may enter the fantasy game.
- In another embodiment of the invention, a fantasy game can have capacity for as many as twenty mangers that compete directly against each other. In yet another embodiment a fantasy game can have capacity for exactly two managers who directly compete in a head to head match up. A fantasy team in a fantasy game can have exactly one roster position or as many as fifty roster positions. The game server can check to ensure that the number of fantasy teams multiplied by the number of roster positions does not exceed the number of fantasy players eligible to be drafted.
- In an embodiment, a fantasy game based on football has as few as two or as many eight managers. Each manager can have a fantasy team with five roster positions. The five roster positions can be quarterback, running back, wide receiver, tight end, and kicker. The constituency of a manager's fantasy team is only known by the manager and is held secret until the end of the game. The fantasy game can have a community roster which is shared by all managers. The community roster can be the same size and comprise the same roster positions and the fantasy teams.
- Before the fantasy game begins, managers can create personalized rank lists of fantasy players which can be used by the game server to draft fantasy players to a fantasy team. In an embodiment, managers can not manually draft fantasy players and all drafting is done by the game server according to the individual managers rank list.
- Fantasy game play can proceed similar in fashion to the card game Texas hold 'em. Managers can be seated in a circle at a virtual table. A first manager can be designated the dealer, a second manager immediately to the left can be designated the small blind, and a third manager two seats to the left can be designated the large blind. The blinds can be
initial wagers 210 that are collected before game play begins. In an embodiment, other managers can place additional wagers prior to the start of the fantasy game. - The fantasy game can begin after the underlying real-world events upon which the fantasy game is based has begun. Fantasy players can accrue points for a fantasy team only during the time that the fantasy player is on the fantasy team. Points earned by fantasy players before being assigned to a roster position or after the fantasy game has ended are not counted towards the total points for a fantasy team. In an embodiment, a fantasy player can not be owned by more than one manager in a fantasy game.
- The fantasy game can begin with a first round of drafting 215. The game server can draft fantasy players at random to fill the community roster. Initially, the constituency of the community roster can be held secret. The game server can then draft a quarterback for each manager according to the manager's individual rank list. Quarterbacks can be drafted in order starting from the left of the dealer, proceeding clockwise, and ending with the dealer. The game server can then draft a running back for each manager according to the manager's individual rank list. Running backs can be drafted starting with the dealer and proceeding counterclockwise around the circle and ending with the small blind.
- After the first round of drafting 215, managers can place a second round of
wagers 220 on the two fantasy players on their fantasy team that were drafted by the game server according to their rank list. Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the big blind and proceed around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold. - After the second round of
wagers 220, the game server can draft 225 a tight end for each manager according to the manager's individual rank list. Tight ends can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of three fantasy players on the community roster can be revealed. The three fantasy players revealed on the community roster can be the quarterback, the running back, and the tight end. - After the second round of drafting 225, managers can place a third round of
wagers 230. The managers now know the identity of the three fantasy players on their own fantasy team that were drafted by the game server according to their rank list. The managers also know the identity of three fantasy players on the community team. Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold. - After the third round of
wagers 230, the game server can draft 235 a wide receiver for each manager according to the manager's individual rank list. Wide receivers can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of a fourth fantasy player on the community roster can be revealed. The fourth fantasy player revealed on the community roster can be the wide receiver. - After the third round of drafting 235, managers can place a fourth round of
wagers 240. The managers now know the identity of the four fantasy players on their own fantasy team that were drafted by the game server according to their rank list. The managers also know the identity of four fantasy players on the community team. Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold. - After the fourth round of
wagers 240, the game server can draft 245 a kicker for each manager according to the manager's individual rank list. Kickers can be drafted in order starting with the dealer and proceeding counterclockwise. At this stage, the identity of a fifth fantasy player on the community roster can be revealed. The fourth fantasy player revealed on the community roster can be the kicker. - After the fourth round of drafting 245, managers can place a fifth round of
wagers 250. The managers now know the identity of the all five fantasy players on their own fantasy team that were drafted by the game server according to their rank list. The managers also know the identity of all five fantasy players on the community team. Managers can base their wagers on the likelihood that their fantasy team will accrue more points than other managers'. Wagering can begin with the manager to the left of the dealer and proceed clockwise around the circle with checks, calls, raises, and folds as are commonly known in the game of poker. If a manager folds, the manager forfeits any wagers that have been posted and exits the fantasy game. Managers can have a limited time to make a decision whether to check, call, raise, or fold. In an embodiment, the game server can enforce a limit of ten seconds for a player act before forcing a check or fold. - After the fifth round of
wagers 250, the fantasy game server can disclose 255 the constituency of all managers remaining in the fantasy game. The game server can hold 260 further play for a variable period of time. This allows all fantasy players to continue to accrue points for their fantasy team as the underlying real-world performers continue to perform in the underlying real-world events. The period can be as short as thirty seconds or as long as sixty minutes. In an embodiment of the invention, the waiting period is thirty seconds. - After the
waiting period 260, scores for all managers remaining in the fantasy game are calculated and the manager with the highest score wins. Scores for individual fantasy players can be calculated according to methods well known in the art. Scores for a fantasy team can be calculated by comparing a roster position on a manager's team to the corresponding roster position on the community team. For each roster position, the higher score between the manager's team and the community team is awarded to the manager's fantasy team. The manager whose team achieves the highest score is declared 265 the winner and is awarded any wagers made during the game. -
FIG. 3 is a ledger illustrating scoring for a fantasy game based on football according to an embodiment of the invention. As shown inFIG. 3 , eachroster position 310 is awarded points for eachcategory 320. The scores for eachpoint category 320 are totaled to determine a total score for thatroster position 330. Thetotal score 330 for eachroster 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 a fantasy game 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.
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FIGS. 4A-4C are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention. As shown inFIGS. 4 a-4 c, for eachpoint category 400,managers 410 are ranked according to their accumulatedpoints 420 in that category. Thetop manager 430 is awarded ascore 440 equal to the number of managers in the league. Each subsequent manager is awarded 1 less point than the previous. The lowest rankedmanager 450 receives a score of 1. To obtain a final score for amanager 410, the scores from each category are totaled 460. The manager with thehighest score 470 is the winner of the fantasy game. -
FIG. 5 is a chart showing maximum and estimated game durations according to an embodiment of the invention. As shown inFIG. 5 , maximum and estimated times are calculated for a single round of betting and for four rounds of betting according to the number of managers in a fantasy game. In an embodiment, there are four rounds of betting not including the initial round of betting which is compulsory. - In an embodiment, a single round of betting will make at most two passes around the table. When the betting action returns to the manger that started the betting, a second pass around the table will occur if there is another manager on the table who has not called the total amount raised in that round. During this second pass, raises are not permitted. This is unlike traditional card-based Texas hold'em but designed to keep fantasy games short. Short fantasy games allows for more fantasy games to be played. In the second pass, each manager will have a maximum of ten seconds to make a decision to either fold or call. If a manager has already covered the total bet, they will be skipped in the second round. Accordingly, checking is not an option. In either pass, if a manager's time limit expires, the manager will automatically check if there is not outstanding raise, or fold if there is one.
- An exemplary betting round can take at most:
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Number of Managers*Time Limit*2−Time Limit - The second pass at most will involve Number of Managers−1 as at least one manager must be fully invested for there to even be a second pass, so the manager will not be asked to fold or call in the second pass. This means that for an exemplary table having four managers and a ten second time limit to act, the longest a betting round can take would be seventy seconds. For an exemplary table having eight managers, a betting round could take at most 150 seconds.
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FIG. 6 is a block diagram of a system for conducting a fantasy game according to an exemplary embodiment of the invention. As shown inFIG. 6 , the system for conducting a fantasy game includes agame server 500, agame engine 505, at least oneclient 510, anauthentication module 520, avirtual lobby 530, amatching engine 540, a plurality of fantasy games 550 a-550 c, and ascoring module 560. - The
game server 500 hosts fantasy games 550 a-550 c and provides access to features of the fantasy game. Thegame engine 505 creates and conducts fantasy games 550 a-550 c. Thegame engine 505 can enforce proper sequencing and timing for drafting and wagering in a fantasy game. - The
client 510 can connect to thegame server 500 via an internet or network connection. Theclient 510 can be owned and operated by an end user (not shown). Theclient 510 can be a general purpose computing machine, an internet enabled cellular telephone, or a specialized device manufactured for the purpose of connecting to thefantasy game server 500. Theclient 510 can be loaded with proprietary software produced by the fantasy game provider. The proprietary software can be downloaded from the internet and installed by the end user or the proprietary software can be distributed by physical media. Alternatively, theclient 510 can be configured with general purpose software such as a web browser for connecting to thegame server 500 using the hyper text transfer protocol. - In an embodiment, the
client 510 andgame server 500 are owned by a single entity such as a bar, restaurant, or casino. In this embodiment, theclient 510 can be dedicated, special purpose computing machine loaded with proprietary software specifically for the purpose of interfacing with the game server via a local area network or a wide area network. The interfacing can occur wirelessly or wired through standard technologies such as 802.11b/g, WiMAX, or standard Cat5e cabling. - When the
client 510 connects to thegame server 500, theclient 510 forwards credentials to theserver 500. The credentials can serve to identify theclient 510 and the end user by a means such as a user name. The credentials further serve to authenticate the end user to thegame server 500 by means such as a password. When thegame server 500 receives the credentials thegame server 500 forwards the credentials to anauthentication module 520. Theauthentication module 520 can verify the identified user is a user registered to use thegame server 500 and that the authentication means are valid. Upon proper authentication, theclient 510 is granted access to thegame server 500. - In an exemplary embodiment, the system for conducting a fantasy game provides a
virtual lobby 530. Thevirtual lobby 530 can be a visual interface which provides theclient 510 access to the game server's 500 features. An exemplary list of features includes: entering an existing fantasy game by browsing a list of available games, the entering into an existing fantasy game by searching for a game, creating a new fantasy game, and locating games in which friends of the end user are currently playing. - When browsing a list of available games, the list can be limited according to certain criteria specified by the end user. An exemplary list of these criteria includes entry fee, game size, roster size, and the type of real-world events upon which the fantasy game is based. When searching for a fantasy game, the end user may search upon similar criteria.
- In an embodiment, the
virtual lobby 530 can also have a messaging component where users can exchange ideas, look for people to challenge, or otherwise engage in friendly banter about the fantasy game. In another embodiment, thevirtual lobby 530 will also support the ability for managers to invite friends and issue challenges to other managers. - In an exemplary embodiment, the system for conducting a fantasy game provides a
matching engine 540. Thematching engine 540 provides customized suggestions of fantasy games in which players may be interested. For example, the matching engine can suggest games having similar characteristics to previous fantasy games played by a manager. If the manager has had much success in fantasy games having few managers, the matching engine may suggest larger fantasy games to broaden the competition. In another example, the matching engine may suggest fantasy games in which friends or previous opponents of the manager are playing. - The
game server 500 further provides a plurality of fantasy games 550 a-550 c. Afantasy game 550 a has a plurality offantasy teams 551, each respectively having a plurality of roster positions 552. Fantasy games 550 a-550 c can be automatically created by thegame engine 505 in response to demand or manually created by individual managers. Fantasy games 550 a-550 c can formed according to varying specifications. Thefantasy game server 500 can accommodate fantasy games having two to twenty fantasy teams although in practice most fantasy games will have two to eight fantasy teams. Thefantasy game server 500 can support fantasy teams having one to fifty fantasy players although in practice a fantasy team will have at most five fantasy players. Thegame engine 505 can check to ensure that there are an adequate number of fantasy players for a fantasy game having a given number of fantasy teams and roster positions before creating a fantasy game. - In an exemplary embodiment, the system for conducting a fantasy game provides for a
scoring module 560 which maintains data about the fantasy game the underlying real-world performances. Managers can use theclient 510 to monitor the scoring module data of an ongoing fantasy game. - In an exemplary embodiment, the
client 510 can receive live updates alerts from thegame server 500 regarding the underlying real-world performances. Updates can be available to managers through theclient 510. 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, and current drive. Additionally theclient 510 can receive game-wide alerts regarding major injuries, milestones, or events. - In an exemplary embodiment, the system for conducting a fantasy game provides a
social networking module 570 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 can have status updates from the fantasy game manually or automatically posted to an external social networking site. -
FIG. 7 is a flow chart showing a method for engaging in a fantasy game according to an exemplary embodiment of the invention. As shown inFIG. 7 a manager can enter 600 a fantasy game and make apersonal rank list 610. The personal rank list can contain the manager's preferences for obtaining certain fantasy players. When the rank list is created 610, the manager can make aninitial wager 620 such as a small blind bet or a large blind bet. - After initial bets, one or more fantasy players are drafted 630 to the manager's fantasy team according to the manager's personal rank list. A round of betting
ensues 640 in which the manager can check, call, raise, or fold. If the manager folds 650, the manager forfeits any monies wagered and loses the fantasy game. If the manager, checks, calls, or raises, other managers at the table are given thesame opportunity 660. If there is a raise, game play returns to the manager at 640. If when all bets are called, the drafting of fantasy players is not complete 670, another round of one or more fantasy players is drafted 630 to the manager's team according to the manager's personal rank list. If all drafting has been competed 670, game play proceeds to the showdown, wait, andwinner determination 680. - At the showdown, the fantasy players of all managers are revealed. Game play continues for a set period time so that fantasy players may accrue more points for their fantasy team. The game is now over and points are totaled. The manager with the highest score is declared the winner.
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FIG. 8 is an illustration of a system for conducting a fantasy game according to an embodiment of the invention. As shown inFIG. 8 , the system includes adata collection client 800 and a fantasy game client 860. Thedata collection client 800 can connect to aperformance engine 810 hosted on adata collection server 830. Data collected by thedata collection client 800 can be stored in aperformance database 820. - The fantasy game client 860 can connect to a
fantasy game engine 870 hosted on afantasy game server 890. Fantasy game data can be stored in afantasy game database 880. An event and performer database 840 can supply information about events and performers to thedata collection server 830, theperformance engine 810, thefantasy game server 890 and thefantasy game engine 870. - Data can be entered into the
data collection client 800 by a human who is observing a real-world event. Thedata collection client 800 allows the human to enter details of feats accomplished by performers performing in the real-world event. The details include the time the feat occurred, the real-world performer who accomplished the feat, and quantifiable details of the feat. The details collected by thedata collection client 800 can be forwarded to theperformance engine 810 and stored in theperformance database 820. - The
data collection server 830 can receive information about a real-world event and the performers in the real-world event from the event and performer database 840. The information can be forwarded to thedata collection client 800 so that details of the performance can be matched to the performers by name. The information in the event and performer database 840 can be supplied by a third-party data service 850 that maintains lists of upcoming real-world events, the performers expected to perform in the events, and the roles the performers are expected to have in the event. For example, the thirdparty data service 850 can provide the date and time of an upcoming football game, the teams involved, the players on each team, and the positions which those players play. - The fantasy game client 860 can be a tool which allows a user access the fantasy game system. The fantasy game client 860 can connect to a
fantasy game engine 870 which is hosted on afantasy game server 890. The fantasy game engine 860 can conduct aspects of a fantasy game such as drafting, scheduling, and wagering. Details of a fantasy game such as fantasy rosters, rank lists, final scores, and friends lists, can be stored in thefantasy game database 880. The fantasy game engine 860 can receive information about upcoming real-world events and real-world players from the event and performer database 840. The fantasy game client can receive information about fantasy games and player performances from thefantasy game server 890 or thefantasy game engine 870. - The
fantasy game engine 870 can access performance data by requesting data from theperformance engine 810 which can in turn retrieve the data from theperformance database 820. Performance data from theperformance data base 820 is used by thefantasy game engine 870 to score fantasy players and determine winners of fantasy games hosted on thefantasy game server 890. -
FIG. 9 illustrates a method for collecting performance data according to an embodiment of the invention. As shown inFIG. 9 , a video feed of the performance is captured at the location of theperformance 900 and sent to asatellite 910 for distribution via a satellite TV provider such as DirecTV. Data is collected by tworedundant teams time keeper statistician -
FIG. 10 is a block diagram showing data collection according to an embodiment of the invention. As shown inFIG. 10 ,statistical data 940 is data which quantifies the specific acts that constitute the real-world performance. Statistical data is stored in astatistical database 950. Timingdata 945 is the time when each of the specific acts constituting the real-world performance occurred. Timing data is stored in atiming database 955. 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 950 and thetiming database 955 are synthesized in theperformance engine 960 where statistical events are correlated with timing information and fantasy player roster selections from aperformance database 970. Synthesized data is stored back in theperformance database 970. 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. - It will be apparent to those skilled in the art that various modifications and variations can be made in the method and system for conducting 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 (22)
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US12/691,418 US20100203935A1 (en) | 2009-01-21 | 2010-01-21 | Method and system for conducting an online fantasy game |
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