US20100203936A1 - Method and system for administering a fantasy game - Google Patents

Method and system for administering a fantasy game Download PDF

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Publication number
US20100203936A1
US20100203936A1 US12/691,472 US69147210A US2010203936A1 US 20100203936 A1 US20100203936 A1 US 20100203936A1 US 69147210 A US69147210 A US 69147210A US 2010203936 A1 US2010203936 A1 US 2010203936A1
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fantasy
game
real
manager
world
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US12/691,472
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Michael 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 OPEN SPORTS NETWORK, INC. reassignment OPEN SPORTS NETWORK, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: CARPE, BARRY A, LEVY, MICHAEL, MARCHETTI, DAVID A, PHYTHIAN, ROBERT C
Assigned to LEVY, MICHAEL reassignment LEVY, MICHAEL SECURITY AGREEMENT Assignors: OPENSPORTS NETWORK, INC.
Assigned to MELGEN, SALOMON reassignment MELGEN, SALOMON SECURITY AGREEMENT Assignors: OPEN SPORTS NETWORK, INC.
Publication of US20100203936A1 publication Critical patent/US20100203936A1/en
Abandoned legal-status Critical Current

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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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • A63F13/12
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking

Definitions

  • the embodiments of the invention relate to an online fantasy game and, more particularly, to a method and system for administering 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 receive automated suggestions to participate in particular games based upon the participant's play history.
  • 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 fantasy 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 the opponent's fantasy players.
  • fantasy games are based on athletic competitions in the real world.
  • Exemplary athletic competitions 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 player's 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.
  • embodiments of the invention are directed to a method and system for playing a administering 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 variants.
  • Another object of embodiments of the invention is to provide an interface for managers to find and enter fantasy games.
  • Another object of embodiments of the invention is to suggest fantasy games to managers 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 managers compete directly against two or more opponents at the same time.
  • the method and system for administering an online fantasy game includes a client for connecting to the game server, a virtual lobby for accessing the plurality of fantasy games hosted on the game server, a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration.
  • the first fantasy game has a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.
  • the method and system for administering an online fantasy game includes hosting the plurality of fantasy games on a game server, connecting to the game server with a client, providing a virtual lobby for accessing the plurality of fantasy games hosted on the game server, selecting a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration.
  • the first fantasy game includes a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.
  • 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 administration 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. 4 a - 4 c are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention
  • FIG. 5 is a block diagram of a system for administering a fantasy game according to an embodiment of the invention.
  • FIG. 6 is a flow chart showing a method for engaging in 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 a flow chart showing a method for administering a fantasy game according to an embodiment of the invention.
  • FIG. 9 illustrates a method and system 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 administration of a plurality of fantasy games according to an exemplary embodiment of the invention.
  • a game server creates 200 and hosts a plurality of fantasy games.
  • the exact number of fantasy games available on the game server is a factor of demand.
  • the game server can automatically add additional fantasy games.
  • managers have the ability to manually create custom fantasy games on the game server.
  • the manager can set certain fantasy game characteristics such as number of managers, roster size, roster positions, cost to join, and distribution of prize monies.
  • the manager 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 who 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 matching engine suggests 210 a number of fantasy games in which the manager may be interested. Suggestions can be based upon the manager's history of fantasy game play. For example, if the manager often participated in fantasy games having six managers, the matching engine can present a list of fantasy games which also have capacity for six managers. In another example, if the fantasy manager often participated in fantasy games in which the entry fee was five dollars, the matching engine can present a list of fantasy games which also have an entry fee of five dollars. Alternatively, if the manager is a frequent winner of fantasy games having a five dollar entry fee, the matching engine can present a list of fantasy games having a higher entry fee. The matching engine can present a list of fantasy games in which previous opponents are playing. It will be appreciated by one having ordinary skill in the art that the above described criteria for suggesting a fantasy game to a manager are only exemplary and that additional criteria covering the full breadth of a manager's historical data are contemplated.
  • the fantasy game becomes available for all managers who are currently using the game server. Any manager may join 220 a game created by the game server until the fantasy game's capacity of a predetermined number of managers is reached. When capacity is reached, a countdown begins. The countdown gives managers an opportunity to peruse the real-world player candidacy pool and rank fantasy players for selection during the draft.
  • the fantasy draft begins 230 immediately. All managers are randomly assigned a draft seed by the game server. A manager who creates a custom fantasy game can manually assign draft seeds. The manager with the number one seed is the first to select a fantasy player. Managers take turns selecting fantasy players in order of their draft seed. When the manager having the lowest draft seed selects a fantasy player, the draft order is reversed. The next round of drafting begins with the manager having the lowest draft seed and continues in turn to the manager having the highest draft seed. Drafting continues in this fashion until all roster positions of the fantasy teams are filled.
  • the draft process can often take many hours.
  • a fantasy game can consist of ten teams, each with eight roster positions. If each manager takes two minutes to make a draft selection, the draft could take two hours and forty minutes.
  • managers have a limited time in which to make each draft selection.
  • the limited time can be set by the game server to be any value, however fifteen seconds, twenty seconds, thirty seconds, forty five seconds, and sixty seconds have been found to be beneficial.
  • the shortened draft time adds to the thrill and excitement of the fantasy game while simultaneously speeding up the draft process.
  • draft selections are limited to fifteen seconds, a complete draft of ten teams with eight roster positions takes only twenty minutes.
  • fantasy rosters are locked after the draft and managers are can not make substitutions.
  • managers can make substitutions until the beginning of the first game of the underlying real-world events.
  • mangers can make substitutions of any fantasy player who's corresponding real-world player has not begun to perform in an event.
  • fantasy game begins 240 .
  • fantasy players are awarded points when the underlying real-world performer performs certain feats. For example, a football player may be awarded six points for scoring a touch down. A basketball player may be awarded two or three points for scoring a field goal. A baseball player may be awarded one point for catching a fly ball.
  • a fantasy game according to an exemplary embodiment of the invention persists 250 for a short period of time in comparison to a traditional fantasy game. While a fantasy game according to the prior art can last for the length of an entire athletic season, game duration according to embodiments of the invention can be for less than one week. According to an embodiment of the invention, a fantasy game starts on a Sunday and ends on a Monday. In another embodiment, a fantasy game starts on a Thursday and ends on a Monday. In yet another embodiment, a fantasy game starts and ends on a Sunday. In an alternative embodiment, a fantasy game starts and ends on a Saturday. In yet another alternative embodiment, a fantasy game lasts for one week or less. In an embodiment, a fantasy game lasts for six hours or less.
  • the manager who has accumulated the most points is declared 260 the winner. If the fantasy game had an entry fee, the winner can be awarded a portion of the combined entry fees from all managers. In an embodiment of the invention, the fantasy game provider takes a portion of the entry fees. In another embodiment of the invention the first, second, and third place managers are awarded a portion of the combined entry fees.
  • 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 can be 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 block diagram of a system for administering a fantasy game according to an exemplary embodiment of the invention.
  • the system for administering 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 a manager (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 manager 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 can be 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 manager by an identifier such as a user name.
  • the credentials further serve to authenticate that manager to access 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 manager is a manager 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 administering a fantasy game provides a virtual lobby 530 .
  • the virtual lobby 530 is a visual interface which provides the client 510 access to the game servers 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 manager are currently playing.
  • the list can be limited according to certain criteria specified by the manager.
  • An exemplary list of these criteria include entry fee, game size, roster size, and the type of real-world events upon which the fantasy game is based.
  • the manager may search upon similar criteria.
  • the virtual lobby can also have a messaging component where managers can exchange ideas, look for people to challenge, or otherwise engage in chat about the fantasy game.
  • the virtual lobby may also support the ability for managers to invite friends and issue challenges to other managers.
  • the system for administering a fantasy game can also provide 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 server 500 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 twelve fantasy teams.
  • the fantasy game server 500 can support fantasy teams having one to fifty fantasy players.
  • the game server 500 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 administering a fantasy game can provide for a scoring module 560 which maintains data about the fantasy game the underlying real-world performances. Managers may use the client 510 to monitor the scoring module data. In head-to-head matchups, the client 510 shows the scores of both managers. If the manager is participating in a fantasy game having more than two managers, the client 510 shows the manager with the highest score. If the manager is the current leader in the fantasy league, the client 510 shows the second place manager's score along with manager's own score.
  • 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 administering 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 may have status updates from the fantasy game manually or automatically posted to an external social networking site.
  • FIG. 6 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 the virtual lobby and matching engine.
  • a manager can either join an existing fantasy game 630 or create a new, custom fantasy game 620 .
  • the manager can either select a game by browsing a list of available games.
  • the matching engine can suggest 650 a subset of available games to the manager.
  • the manager selects an existing fantasy game the waits 670 for the requisite number of managers to join and for the draft to begin.
  • the manager must first specify the options for the fantasy game. Exemplary options include the type of event upon which the fantasy game is based, the number of teams, roster positions per team, and whether the custom fantasy game is “locked” or “open”. A “locked” game is available by invitation only and requires a password to participate. An “open” game is listed with all other fantasy games hosted on the game server and open for all managers to join. When the fantasy game is created, the manager waits for the game to be filled with other managers and for the draft to begin 670 .
  • 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 700 the lobby and utilize the matching engine to find 710 another manager to challenge in a head to head match.
  • a manager selects exactly one other manager to challenge in a fantasy game.
  • the challenger creates 720 a fantasy room and invites 730 the opposing manager.
  • the draft begins 750 .
  • FIG. 8 is a flow chart showing a method for administering a fantasy game according to an embodiment of the invention.
  • the draft countdown begins 800 .
  • managers have an opportunity to examine the fantasy player candidacy pool, strategize, and rank the fantasy players.
  • the draft begins 810 .
  • managers have a limited time to select a fantasy player. If a manager does not make a selection, the game server will make a selection automatically based upon the managers pre-draft rankings and a system ranked list of relative player desirability.
  • the draft is completed 820 the fantasy game begins 830 .
  • the fantasy game runs for a predetermined duration, typically until the end of the current day.
  • scores are tallied and a winner is declared 840 .
  • 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.

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  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

Disclosed is a system for administering a plurality of fantasy games having a game server for hosting the plurality of fantasy games, a client for connecting to the game server, a virtual lobby for accessing the plurality of fantasy games hosted on the game server, a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration. The first fantasy game has a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.

Description

  • This invention claims the benefit of U.S. Provisional Patent Application No. 61/146,188 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 administering 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 receive automated suggestions to participate in particular games based upon the participant's play history.
  • 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 fantasy 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 the opponent's fantasy players.
  • Typically, fantasy games are based on athletic competitions in the real world. Exemplary 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.
  • 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 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.
  • FIG. 1 is a flow chart illustrating the administration of a fantasy game according to the prior art. As shown in FIG. 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.
  • Traditional fantasy games take place over long periods of time such as an entire athletic season. Because fantasy games often persist for many months, managers may become disinterested in the game if their fantasy team is performing poorly. Further, traditional fantasy games are closed to new managers after the game has begun. 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 administering 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 variants.
  • Another object of embodiments of the invention is to provide an interface for managers to find and enter fantasy games.
  • Another object of embodiments of the invention is to suggest fantasy games to managers 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 managers 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 administering an online fantasy game includes a client for connecting to the game server, a virtual lobby for accessing the plurality of fantasy games hosted on the game server, a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration. The first fantasy game has a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.
  • In another aspect, the method and system for administering an online fantasy game includes hosting the plurality of fantasy games on a game server, connecting to the game server with a client, providing a virtual lobby for accessing the plurality of fantasy games hosted on the game server, selecting a first fantasy game which persists for a predetermined duration, and a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration. The first fantasy game includes a first fantasy team with a first plurality of roster positions, a second fantasy team with a second plurality of roster positions, and a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event.
  • 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 the administration of a fantasy game according to the prior art;
  • FIG. 2 is a flow chart illustrating the administration 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. 4 a-4 c are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention;
  • FIG. 5 is a block diagram of a system for administering a fantasy game according to an embodiment of the invention;
  • FIG. 6 is a flow chart showing a method for engaging in 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 a flow chart showing a method for administering a fantasy game according to an embodiment of the invention;
  • FIG. 9 illustrates a method and system 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.
  • 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. 2 is a flow chart illustrating the administration of a plurality of fantasy games according to an exemplary embodiment of the invention. As shown in FIG. 2, a game server creates 200 and hosts 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, managers have the ability to manually create custom fantasy games on the game server. When fantasy games are manually created by a manager, the manager 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 manager creates a custom fantasy game, the manager 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 who 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.
  • When a manager logs on to the game server, a matching engine suggests 210 a number of fantasy games in which the manager may be interested. Suggestions can be based upon the manager's history of fantasy game play. For example, if the manager often participated in fantasy games having six managers, the matching engine can present a list of fantasy games which also have capacity for six managers. In another example, if the fantasy manager often participated in fantasy games in which the entry fee was five dollars, the matching engine can present a list of fantasy games which also have an entry fee of five dollars. Alternatively, if the manager is a frequent winner of fantasy games having a five dollar entry fee, the matching engine can present a list of fantasy games having a higher entry fee. The matching engine can present a list of fantasy games in which previous opponents are playing. It will be appreciated by one having ordinary skill in the art that the above described criteria for suggesting a fantasy game to a manager are only exemplary and that additional criteria covering the full breadth of a manager's historical data are contemplated.
  • When the game server creates a fantasy game, the fantasy game becomes available for all managers who are currently using the game server. Any manager may join 220 a game created by the game server until the fantasy game's capacity of a predetermined number of managers is reached. When capacity is reached, a countdown begins. The countdown gives managers an opportunity to peruse the real-world player candidacy pool and rank fantasy players for selection during the draft.
  • After the countdown, the fantasy draft begins 230 immediately. All managers are randomly assigned a draft seed by the game server. A manager who creates a custom fantasy game can manually assign draft seeds. The manager with the number one seed is the first to select a fantasy player. Managers take turns selecting fantasy players in order of their draft seed. When the manager having the lowest draft seed selects a fantasy player, the draft order is reversed. The next round of drafting begins with the manager having the lowest draft seed and continues in turn to the manager having the highest draft seed. Drafting continues in this fashion until all roster positions of the fantasy teams are filled.
  • The draft process can often take many hours. A fantasy game can consist of ten teams, each with eight roster positions. If each manager takes two minutes to make a draft selection, the draft could take two hours and forty minutes. In an embodiment of the invention, managers have a limited time in which to make each draft selection. The limited time can be set by the game server to be any value, however fifteen seconds, twenty seconds, thirty seconds, forty five seconds, and sixty seconds have been found to be beneficial. The shortened draft time adds to the thrill and excitement of the fantasy game while simultaneously speeding up the draft process. In an embodiment where draft selections are limited to fifteen seconds, a complete draft of ten teams with eight roster positions takes only twenty minutes.
  • In an embodiment of the invention, fantasy rosters are locked after the draft and managers are can not make substitutions. In another embodiment, managers can make substitutions until the beginning of the first game of the underlying real-world events. In ywt another embodiment, mangers can make substitutions of any fantasy player who's corresponding real-world player has not begun to perform in an event.
  • When the fantasy draft is completed, the fantasy game begins 240. During the fantasy game, fantasy players are awarded points when the underlying real-world performer performs certain feats. For example, a football player may be awarded six points for scoring a touch down. A basketball player may be awarded two or three points for scoring a field goal. A baseball player may be awarded one point for catching a fly ball.
  • A fantasy game according to an exemplary embodiment of the invention persists 250 for a short period of time in comparison to a traditional fantasy game. While a fantasy game according to the prior art can last for the length of an entire athletic season, game duration according to embodiments of the invention can be for less than one week. According to an embodiment of the invention, a fantasy game starts on a Sunday and ends on a Monday. In another embodiment, a fantasy game starts on a Thursday and ends on a Monday. In yet another embodiment, a fantasy game starts and ends on a Sunday. In an alternative embodiment, a fantasy game starts and ends on a Saturday. In yet another alternative embodiment, a fantasy game lasts for one week or less. In an embodiment, a fantasy game lasts for six hours or less.
  • At the end of the fantasy game, the manager who has accumulated the most points is declared 260 the winner. If the fantasy game had an entry fee, the winner can be awarded a portion of the combined entry fees from all managers. In an embodiment of the invention, the fantasy game provider takes a portion of the entry fees. In another embodiment of the invention the first, second, and third place managers are awarded a portion of the combined entry fees.
  • FIG. 3 is a ledger illustrating scoring for a fantasy game based on football according to an embodiment of the invention. As shown in FIG. 3, 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 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.
  • FIGS. 4A-4C are ledgers illustrating scoring for a fantasy game based on basketball according to an embodiment of the invention. As shown in FIGS. 4 a-4 c, for each point category 400, managers 410 are ranked according to their accumulated points 420 in that category. The top manager 430 can be 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.
  • FIG. 5 is a block diagram of a system for administering a fantasy game according to an exemplary embodiment of the invention. As shown in FIG. 5, the system for administering 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 a manager (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 manager or the proprietary software can be distributed by physical media. Alternatively 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 can be 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.
  • 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 manager by an identifier such as a user name. The credentials further serve to authenticate that manager to access the game server 500 by means such as a password. When 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 manager is a manager registered to use the game server 500 and that the authentication means are valid. Upon proper authentication, the client 510 is granted access to the game server 500.
  • In an exemplary embodiment, the system for administering a fantasy game provides a virtual lobby 530. The virtual lobby 530 is a visual interface which provides the client 510 access to the game servers 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 manager are currently playing.
  • When browsing a list of available games, the list can be limited according to certain criteria specified by the manager. An exemplary list of these criteria include 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 manager may search upon similar criteria.
  • The virtual lobby can also have a messaging component where managers can exchange ideas, look for people to challenge, or otherwise engage in chat about the fantasy game. The virtual lobby may also support the ability for managers to invite friends and issue challenges to other managers.
  • The system for administering a fantasy game can also provide 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 server 500 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 twelve fantasy teams. The fantasy game server 500 can support fantasy teams having one to fifty fantasy players. The game server 500 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 administering a fantasy game can provide for a scoring module 560 which maintains data about the fantasy game the underlying real-world performances. Managers may use the client 510 to monitor the scoring module data. In head-to-head matchups, the client 510 shows the scores of both managers. If the manager is participating in a fantasy game having more than two managers, the client 510 shows the manager with the highest score. If the manager is the current leader in the fantasy league, the client 510 shows the second place manager's score along with manager's own score.
  • In an exemplary embodiment, 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.
  • In an exemplary embodiment, the system for administering 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 may have status updates from the fantasy game manually or automatically posted to an external social networking site.
  • FIG. 6 is a flow chart showing a method for engaging in a fantasy game according to an exemplary embodiment of the invention. As shown in FIG. 6, a manager can enter 600 the virtual lobby and matching engine. At 610 a manager can either join an existing fantasy game 630 or create a new, custom fantasy game 620.
  • If the manager chooses to join an existing game, the manager can either select a game by browsing a list of available games. Alternatively, the matching engine can suggest 650 a subset of available games to the manager. When the manager selects an existing fantasy game the waits 670 for the requisite number of managers to join and for the draft to begin.
  • If the manager chooses to create 620 a new, custom game, the manager must first specify the options for the fantasy game. Exemplary options include the type of event upon which the fantasy game is based, the number of teams, roster positions per team, and whether the custom fantasy game is “locked” or “open”. A “locked” game is available by invitation only and requires a password to participate. An “open” game is listed with all other fantasy games hosted on the game server and open for all managers to join. When the fantasy game is created, the manager waits for the game to be filled with other managers and for the draft to begin 670.
  • 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 in FIG. 7, a manager can enter 700 the lobby and utilize the matching engine to find 710 another manager to challenge in a head to head match. In a head to head match, a manager selects exactly one other manager to challenge in a fantasy game. The challenger creates 720 a fantasy room and invites 730 the opposing manager. When both managers have arrived accepted the challenge, and entered the head to head fantasy game, the draft begins 750.
  • FIG. 8 is a flow chart showing a method for administering a fantasy game according to an embodiment of the invention. As shown in FIG. 8, once the requisite number of players have joined the fantasy game, the draft countdown begins 800. During this time managers have an opportunity to examine the fantasy player candidacy pool, strategize, and rank the fantasy players. At the end of the countdown, the draft begins 810. During the draft, managers have a limited time to select a fantasy player. If a manager does not make a selection, the game server will make a selection automatically based upon the managers pre-draft rankings and a system ranked list of relative player desirability. When the draft is completed 820 the fantasy game begins 830. The fantasy game runs for a predetermined duration, typically until the end of the current day. When the fantasy game is complete, scores are tallied and a winner is declared 840.
  • FIG. 9 illustrates a method for collecting performance data according to an embodiment of the invention. As shown in FIG. 9, 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. As shown in FIG. 10, 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.
  • 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 (20)

1. A system for administering a plurality of fantasy games comprising:
a game server for hosting the plurality of fantasy games;
a client for connecting to the game server;
a virtual lobby for accessing the plurality of fantasy games hosted on the game server;
a first fantasy game which persists for a predetermined duration comprising:
a first fantasy team comprising a first plurality of roster positions;
a second fantasy team comprising a second plurality of roster positions;
a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event; and
a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration.
2. The system of claim 1 further comprising a matching engine for suggesting a subset of the plurality of fantasy games;
3. The system of claim 2 wherein the suggesting includes an analysis of the play history of the first manager.
4. The system of claim 2 wherein the subset includes a second fantasy game in which a previous opponent of the first manager is playing.
5. The system of claim 2 wherein the subset includes a second fantasy game having a similar fantasy game characteristic to a previous fantasy game in which the first manager participated.
6. The system of claim 1 wherein the predetermined duration is less than one week.
7. The system of claim 1 wherein the predetermined duration is two days.
8. The system of claim 1 wherein the predetermined duration begins at a start of the first real-world event on a Sunday and the predetermined duration ends at a termination of a second real-world event on the Sunday.
9. The system of claim 1 wherein the fantasy draft further comprises:
a second fantasy player corresponding to a second real-world performer in a second real-world event;
a third fantasy player corresponding to a third real-world performer in a third real-world event;
a fourth fantasy player corresponding to a fourth real-world performer in a fourth real-world event; and
a second manager who selects the second fantasy player wherein the second manager selects the third fantasy player before the first manager selects the fourth fantasy player.
10. The system of claim 1 further comprising an authentication module for authenticating the client to the game server.
11. A method for administering a plurality of fantasy games comprising:
hosting the plurality of fantasy games on a game server;
connecting to the game server with a client;
providing a virtual lobby for accessing the plurality of fantasy games hosted on the game server;
selecting a first fantasy game which persists for a predetermined duration, the first fantasy game comprising:
a first fantasy team comprising a first plurality of roster positions;
a second fantasy team comprising a second plurality of roster positions;
a fantasy draft wherein a first manager selects a first fantasy player corresponding to a first real-world performer in a first real-world event; and
a scoring module for awarding points to the first fantasy team and the second fantasy team and for determining a winner between the first fantasy team and the second fantasy team at the expiration of the predetermined duration.
12. The method of claim 11 further comprising browsing the plurality of fantasy games hosted on the game server.
13. The method of claim 11 further comprising generating a subset of the plurality of fantasy games hosted on the game server.
14. The method of claim 13 wherein the generating includes an analysis of the play history of the first manager.
15. The method of claim 13 wherein the subset includes a second fantasy game similar to a previous fantasy game in which the first manager participated.
16. The method of claim 11 wherein the predetermined duration is less than one week.
17. The method of claim 11 wherein the predetermined duration is two days.
18. The method of claim 11 wherein the predetermined duration is one day.
19. The method of claim 11 wherein the predetermined duration begins at a start of the first real-world event on a Sunday and the predetermined duration ends at a termination of a second real-world event on the Sunday.
20. The method of claim 11 wherein the fantasy draft further comprises:
a second fantasy player corresponding to a second real-world performer in a second real-world event;
a third fantasy player corresponding to a third real-world performer in a third real-world event;
a fourth fantasy player corresponding to a fourth real-world performer in a fourth real-world event; and
a second manager who selects the second fantasy player wherein the second manager selects the third fantasy player before the first manager selects the fourth fantasy player.
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