US20100311484A1 - Fantasy sports system with social networking capability - Google Patents
Fantasy sports system with social networking capability Download PDFInfo
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- US20100311484A1 US20100311484A1 US12/477,786 US47778609A US2010311484A1 US 20100311484 A1 US20100311484 A1 US 20100311484A1 US 47778609 A US47778609 A US 47778609A US 2010311484 A1 US2010311484 A1 US 2010311484A1
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- fantasy sports
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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
- G07F17/3286—Type of games
- G07F17/3295—Games involving skill, e.g. dexterity, memory, thinking
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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
-
- 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
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
Definitions
- the present invention relates to the field of gaming systems and more particularly to network enabled gaming systems configured for fantasy sports games.
- Fantasy sports are games wherein players, or fantasy owners, create virtual sports teams that compete against other teams created by fantasy owners.
- a virtual sports team usually consists of actual professional athletes of a real professional sport, whose performance statistics are used to gauge the success of the virtual team.
- the method by which the outcomes of fantasy sports games are determined varies, but generally comprises an analysis of the statistics generated by the actual athletes of the virtual team.
- statistical performance of actual athletes are converted into points that are compiled and totaled according to a formula defined by a manager or administrator. Additional features of fantasy sports include the ability to trade, cut, and sign athletes, much like a real owner of a professional sports team.
- Fantasy sports can also involve wagering of money.
- players of a fantasy sports game pledge a predefined amount of money to create a pot.
- the winner or winners of the season are calculated according to a formula pre-defined by the manager or administrator of the league, commonly called the league commissioner.
- the pledges are collected from the players of the game—before or shortly after the start of the season—and the pot is transferred to the winner or divided up amongst multiple winners.
- Collecting money however, from a person with whom one is not acquainted can be socially awkward and uncomfortable.
- it can be annoying and irritating to deal with stragglers who pay late or shirkers who decide not to pay at all.
- fantasy sports enthusiasts conventionally only play with individuals with whom they have a personal relationship, such as friends and family. This circumstance, however, shrinks the network with which an individual is willing to play fantasy sports, and therefore limits the fantasy sports experience.
- fantasy sports enthusiasts Another problem encountered by fantasy sports enthusiasts involves the search for like-minded players.
- the players of a fantasy sports league must agree on a professional sport (a baseball league, as opposed to a football league or a soccer league), the method for choosing athletes for fantasy teams and the amount to be wagered, among other things.
- the process, however, of finding a group of players that all agree on various aspects of a fantasy sports league can be time-consuming and tedious.
- there arc endless opportunities for disagreements and disputes between players during the creation of a fantasy sports league can be challenging to manage the creation of a fantasy sports league with which all players are comfortable.
- fantasy sports enthusiasts Yet another problem encountered by fantasy sports enthusiasts involves social interaction between players. As a fantasy sports league progresses throughout a sports season, inevitably there are opportunities for social interaction and communication. Fantasy sports players enjoy discussing teams, athletes and predictions for the season. There is usually frequent discussion about expectations for teams and athletes, as well as forecasting and speculation about the winner or winners of a fantasy sports league. As such, friendships and acquaintances, as well as rivals, are often made within a fantasy sports league. Current fantasy sports league solutions, however, do not adequately provide a facility for allowing the social aspects of a fantasy sports league to flourish.
- the method of managing a fantasy sports game includes receiving, via a Web interface, attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount.
- the method can further include relaying between the plurality of players communications entered via a Web interface and suggesting a fantasy sports league to a subset of players having similar attribute information.
- the method can further include creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players.
- the method can further include receiving from each of the subset of players, via a Web interface, an electronic payment of a predefined amount so as to generate a pot.
- the method can further include transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league.
- a computer system for managing a fantasy sports game can be provided.
- the computer system can include a first Web interface for receiving attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount.
- the computer system can further include a communications Web interface for reading communications entered by players and relaying the communications to their intended recipient players and an analysis module for analyzing attribute information of the plurality of players so as to identify a subset of players having similar attribute information.
- the computer system can further include a second Web interface for suggesting a fantasy sports league to the subset of players having similar attribute information and a processor configured for creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players.
- the computer system can further include a third Web interface for receiving from each of the subset of players an electronic payment of a predefined amount so as to generate a pot.
- the computer system can further include a payment authority interface for transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league by the processor.
- FIG. 1 is a block diagram illustrating a network architecture of a fantasy sports computer system, in accordance with one embodiment of the present invention
- FIG. 2 is a block diagram showing various modules for performing various functions of a fantasy sports management system, in accordance with one embodiment of the present invention:
- FIG. 3 is a flowchart showing the data flow of a process for providing a fantasy sports management system, in accordance with one embodiment of the present invention.
- Embodiments of the present invention address deficiencies of the art in respect to online gaming and provide a novel and non-obvious method and computer system for managing a fantasy sports game.
- the present invention improves upon the prior art by automatically searching and finding fantasy sports players with similar interests pertaining to a fantasy sports league, so as to eliminate the burden of manually finding other players with which to create a fantasy sports league.
- the present invention further automatically provides suggestions to fantasy sports players based upon the results of the search that was conducted, thereby allowing for the quick and easy creation of fantasy sports leagues based on similar interests, such as type of sport, type of league and wager amount.
- the present invention further improves upon the prior art by automatically collecting the wager amounts from fantasy sports players during the creation of a fantasy sports league, so as to eliminate the burden of manually collecting wagers from players and to eliminate the possibility that a player does not pay his allotted wager amount before or shortly after the start of a fantasy sports season.
- the present invention further automatically determines a winner or winners of a fantasy sports league according to a predefined algorithm and/or information received from a third party provider and/or the completion of a vote by the players. Subsequently, the pot of wagers is automatically transferred to the winner or winners, so as to eliminate the burden of manually determining winners and the burden of transferring the pot to the winners at the end of a fantasy sports season.
- the present invention improves upon the prior art by providing a social networking utility in conjunction with the fantasy sports utilities described above, so as to allow social interactions between players, thereby alleviating the natural reluctance to wager with individuals with which one is not acquainted.
- the social networking utility of the present invention further allows players to get to know each other, thereby enabling players to feel more comfortable playing with each other for a fee.
- FIG. 1 an illustration of a block diagram showing the network architecture of a network application in accordance with the principles of the present invention.
- the exemplary embodiments of the present invention adhere to the system architecture of FIG. 1 .
- FIG. 1 shows an embodiment of the present invention wherein client users 102 - 112 interact with web server 108 over a network 106 , such as in an Internet implementation of a network application that services multiple users in more than one location and for multiple tasks.
- FIG. 1 shows client users 102 - 112 and web server 108 connected to network 106 via computers, such as desktop personal computers, workstations or servers.
- Web server 108 includes a software engine that delivers applications to client computers 102 - 112 .
- the web server 108 may adhere to any commercially available server platform, such as the Sun Microsystems J2EE platform, a Web-based application platform, an integrated platform for e-commerce or a content management system platform.
- FIG. 1 shows only two client users 102 - 112 and one web server 108 , the system of the present invention supports any number of client users and servers connected via network 106 .
- the web server 108 and its functions are described in more detail with reference to the figures below.
- the network application provided by the web server 108 of FIG. 1 is a client-server application having a client portion that resides on the computers of client users 102 - 112 and a server application that resides on web server 108 .
- the network application can be a Web interface that is accessed by client users 102 - 112 via network 106 .
- FIG. 1 further shows that web server 108 includes a database server 118 .
- Client users 102 - 112 may also each include their own database.
- the database server 118 serves data from a database, which is a repository for data used by web server 108 and client users 102 - 112 during the course of operation. The data served by database server 118 is described in greater detail below.
- the database of database server 118 may adhere to any one of the flat model, hierarchical model, object-oriented model or a relational model for databases. Further, the database can be any commercial database, such as an Oracle Database, Enterprise or Personal Edition, available from Oracle Corporation, or a Microsoft SQL Server or Access 2000 database available from Microsoft Corporation.
- the database server 118 may also include a database management system, which is an application that controls the organization, storage and retrieval of data (fields, records and files) in the database.
- a database management system accepts requests for data from the web server 108 , and instructs the operating system to transfer the appropriate data.
- the database management system may also control the security and integrity of the database. Data security prevents unauthorized users from viewing or updating certain portions of the database.
- the database management system can be any commercial database management system, such as the Oracle E-Business Suite available from Oracle Corporation.
- the computer systems of client users 102 - 112 and web server 108 are one or more Personal Computers (PCs), Personal Digital Assistants (PDAs), hand held computers, palm top computers, lap top computers, smart phones, game consoles or any other information processing devices.
- PC can be one or more IBM or compatible PC workstations running a Microsoft Windows or LINUX operating system, one or more Macintosh computers running a Mac OS operating system, or an equivalent.
- the computer systems of client users 102 - 112 and web server 108 are a server system, such as SUN Ultra workstations running a SunOS operating system or IBM RS/6000 workstations and servers running the AIX operating system.
- the network 106 is a circuit switched network, such as the Public Service Telephone Network (PSTN).
- PSTN Public Service Telephone Network
- the network 106 is a packet switched network.
- the packet switched network is a wide area network (WAN), such as the global Internet, a private WAN, a local area network (LAN), a telecommunications network or any combination of the above-mentioned networks.
- the structure of the network 106 is a wired network, a wireless network, a broadcast network or a point-to-point network.
- Web server 108 connects directly to the network 106 via a network interface, such as a network interface card.
- the web server 108 provides a web interface available to client users 102 - 112 . This is advantageous as a web interface allows any clients having a web connection to connect to the web server 108 .
- a web interface provides a simple, efficient, highly compatible, economical and highly available connection to the web server 108 to a wide range of clients.
- FIG. 1 shows a group of client users 102 - 112 connecting to the web server 108 .
- These clients may execute client applications, such as compiled or interpreted executable modules written in C++, Java, Visual Basic, HTML, XML, Flash or separate Java applets, Java scriptlets, Java scripts, Perl scripts, Active X controls or any self-sufficient application executing on a client computer.
- client applications such as compiled or interpreted executable modules written in C++, Java, Visual Basic, HTML, XML, Flash or separate Java applets, Java scriptlets, Java scripts, Perl scripts, Active X controls or any self-sufficient application executing on a client computer.
- FIG. 1 further shows program logic 150 comprising computer source code, scripting language code or interpreted language code that is compiled to produce computer instructions that perform various functions of the present invention.
- the program logic 150 is a scripting language such as ECMAScript, Cascading style sheets, XML, XSLT, Javascript, AJAX, XUL, JSP, PHP, and ASP.
- Program logic 150 may reside on a client 102 , the web server 108 or any combination of the two.
- FIG. 2 is a block diagram showing various modules for performing various functions of a fantasy sports management system 200 , in accordance with one embodiment of the present invention.
- FIG. 2 shows various modules 202 - 205 comprising functionality that is performed by the program logic 150 of the fantasy sports management system 200 , wherein the program logic 150 is preferably located in the web server 108 .
- the various modules 202 - 205 comprise functionality of the program logic 150 , which is located in a distributed fashion between server 108 and clients 102 - 112 , respectively.
- FIG. 2 further shows various databases 240 - 242 comprising database functionality that is preferably located in database server 118 .
- the various databases 240 - 242 comprise database functionality that is located in a distributed fashion between server 108 and clients 102 - 112 , respectively.
- the graphical user interfaces 222 - 230 comprise interfaces that are generated by source code that resides at web server 108 and is transferred to each client 102 - 112 upon request for local execution by each client, such as HTML that is downloaded to each client 102 - 112 upon request and then executed by a local client web browser.
- FIG. 2 shows that program logic 150 includes a profile management module 202 , comprising functionality for allowing users, or fantasy sports players, to log onto the fantasy sports management system 200 via a graphical user interface 222 , e.g., a Web interface, to input profile information.
- profile information can include attributes associated with identifying information for a fantasy sports player, such as name, address, login and password information.
- profile information can include attributes associated with any of the following for a fantasy sports player: sex, location, age, interests, employment, birthday, profile photographs, hometown, favorite teams, favorite sport, favorite athlete, web site, email, school attendance, secondary education attendance, etc.
- Graphical user interface 222 can further be used by a fantasy sports player to input attributes associated with interests pertaining to a fantasy sports league.
- the player may specify any of the following interests associated with a fantasy sports league: the type of sport (e.g., baseball, football, etc.), a league identifier (e.g., league name), a style of fantasy sports league (e.g., head to head, rotisserie, keeper, etc.), a monetary amount or range the player is willing to wager, a draft type (e.g., manual draft or auto-pick draft), a number of positions for the specific sports for the league, draft time and date, which and how many players divide the pot, etc.
- the type of sport e.g., baseball, football, etc.
- league identifier e.g., league name
- a style of fantasy sports league e.g., head to head, rotisserie, keeper, etc.
- a monetary amount or range the player is willing to wager e.g., manual
- graphical user interface 222 can further be used by fantasy sports players to specify the interests most important to them in other players when forming a fantasy sports league (i.e., “importance” attributes). For example, a first player may specify sex (female), sports type (football) and wager amount ($200-250) as the attributes most important to the first player when seeking other players for a fantasy sports league. Any data entered by players in graphical user interface 222 may be stored in profile database 240 .
- FIG. 2 further shows that program logic 150 includes an analysis module 204 , comprising functionality for analyzing the profiles of existing fantasy sports players to identify subsets of players that may enjoy playing together in a fantasy sports league.
- the analysis module 204 reads profile data from the profile database 240 to make the determination above.
- the analysis module 204 performs the analysis above automatically upon creation of a profile by any player.
- the analysis module 204 performs the analysis above upon prompting by any player, wherein a player, for example, provides a list of “importance” attributes that are used by the analysis module 204 to search for similar attributes in other players' profiles.
- the identification of a subset of players that may enjoy participating in a fantasy sports league is generally based on an algorithm that matches attributes in each player's profile.
- all players with identical or similar sports type, league identifier and wager amount attributes may be identified as a subset of players that may enjoy participating in a fantasy sports league.
- fantasy sports players may specify, via interface 222 , the interests most important to them in other players when forming a fantasy sports league (“importance” attributes).
- all players with identical attributes which have been specified as interests most important to them in other players when forming a fantasy sports league, may be identified as a subset of players that may enjoy participating in a fantasy sports league.
- Algorithms for identifying subsets of players may vary according to complexity and may involve all or subsets of player attributes.
- FIG. 2 further shows that program logic 150 includes a communications module 206 , comprising functionality for allowing players to log onto the fantasy sports management system 200 via a graphical user interface 226 , e.g., a Web interface, to input and exchange communications.
- communications can include textual information, still images, videos, audio, and the like.
- Interface 226 can be used by players to browse or search the profiles of other players so as to identify players with similar, identical, dissimilar or opposite interests.
- Communications can include textual or image messages that arc left as postings on the public profiles of other players or may include the sending of email or voicemail messages via the communications module 206 .
- Communications can also include textual or image messages that are left as postings on the public profiles of the author, as in a blog wherein a player posts articles or writings that can be viewed, and responded to, by other players. Further, the public profiles of players may be searched so as to find like-minded players with similar or identical interests.
- the web interface 226 can provide an instant messaging capability to further enhance communication between players.
- a map feature may be implemented, which provides players a pictorial view of the location of specific league players on a map.
- An additional feature includes a prompt being sent to players via the web interface 226 when a league is formed between strangers, wherein the prompt asks players to become friends or buddies with another player in the league. This additional feature increases the network connection between players as more leagues are created and players that previously were unacquainted become better acquainted with each other.
- the analysis module 204 may be functionally connected to the communications module 206 . Upon the identification of a subset of players that may enjoy playing in a fantasy sports league together, the analysis module 204 may send a suggestion to the subset of players suggesting that the players may desire to form a fantasy sports league together.
- the suggestion may come in the form of a textual, still image or video message that is sent to the subset of players via the communications module 206 .
- the subset of players may confirm the creation of such a fantasy sports league by using the interface 226 to send a confirmation message.
- FIG. 2 further shows that program logic 150 includes a fantasy league creation module 208 , comprising functionality for allowing players to log onto the fantasy sports management system 200 via a graphical user interface 228 , e.g., a Web interface, to input information for the creation of a fantasy sports league.
- a graphical user interface 228 e.g., a Web interface
- Players may log onto the fantasy sports management system 200 via graphical user interface 228 to input information necessary for creating a fantasy sports league, such as the type of sport, a league identifier, a style of fantasy sports league, a specific sporting event, a monetary amount each player is willing to wager, a draft type, etc.
- Players may further log onto the fantasy sports management system 200 via graphical user interface 228 to input selections for the members of each player's team. This typically consists of the selection of the identities of actual professional athletes in the specified sport. Any data entered by players in graphical user interface 228 or data created by module 208 may be stored in league database 242 .
- the fantasy league creation module 208 automatically creates a fantasy sports league upon the reception of a confirmation from the subset of players identified by analysis module 204 , wherein confirmation arrives in the form of a confirmation message via the interface 226 .
- the fantasy sports league that is created may embody attributes specified by the subset of players. For example, if the subset of players contain identical “importance” attributes (which have been specified as interests most important to them in other players when forming a fantasy sports league), then the fantasy sports league that is created embodies the “importance” attributes specified by the subset of players.
- the fantasy league creation module 208 garners attribute and profile information of players from the profile database 240 .
- the creation of a fantasy sports league occurs on a third party server.
- players may log onto the fantasy sports management system of a third party provider to input information necessary for creating a fantasy sports league, such as inputting selections for the members of each player's team.
- Various online providers allow for the creation of fantasy sports leagues and individual fantasy sports teams in the leagues.
- players log onto the fantasy sports management system 200 via graphical user interface 228 to input information regarding the identity of the third party provider server, the identification of the fantasy sports league created on the third party provider server, the identities of the players on the third party provider server, the attributes surrounding the fantasy sports league created on the third party provider server and/or the like.
- FIG. 2 further shows that program logic 150 includes a payment interface module 230 , comprising functionality for allowing players to log onto the fantasy sports management system 200 via a graphical user interface 230 , e.g., a Web interface, to input electronic payment information for payment of fees and/or wagers.
- a payment interface module 230 comprising functionality for allowing players to log onto the fantasy sports management system 200 via a graphical user interface 230 , e.g., a Web interface, to input electronic payment information for payment of fees and/or wagers.
- Players may log onto the fantasy sports management system 200 via graphical user interface 230 to pay for costs or fees charged by the system 200 to play in a fantasy sports league.
- Players may further log onto the fantasy sports management system 200 via graphical user interface 230 to input electronic payment information (such as name address, credit card information) for payment of the wager agreed to by the player according to the fantasy sports league the player desires to join.
- electronic payment information such as name address, credit card information
- the payment interface 210 garners the amount of the wager from the corresponding fantasy sports league the player desires to join in league database 242 .
- the wagers collected from all players in a fantasy sports league comprise a pot or purse, which consists of the amount of money that is distributed to the winner or winners of the fantasy sports league at the end of the sports season.
- the player may be cleared to participate in the corresponding fantasy sports league created by the fantasy league creation module 208 .
- the fantasy sports league created by the fantasy league creation module 208 is cleared to proceed. Any data entered by players in graphical user interface 203 or data created by module 210 may be stored in league database 242 .
- the payment interface 210 may interface with a payment authority to effectuate payments by players.
- the payment authority is a payment gateway, which is an e-commerce Application Service Provider (ASP) service that authorizes payments for e-businesses, online retailers, or traditional brick and mortar businesses.
- a payment gateway is the equivalent of a physical point-of-sale terminal located in most retail outlets.
- Payment gateways encrypt sensitive information, such as credit card numbers, to ensure that information passes securely between the customer and the merchant.
- a payment gateway facilitates the transfer of information between a payment portal (such as a website) and the acquiring bank, quickly and securely.
- a payment gateway enabled merchant the payment gateway performs a variety of tasks to process the transaction.
- Payment gateways accept payment via the use of credit cards, charge cards, bank cards, gift cards, account cards, etc.
- FIG. 2 further shows that program logic 150 includes a calculation module 212 , comprising functionality for managing the progress of a fantasy sports league throughout a sports season and making the ultimate determination of the winner or winners of a fantasy sports league.
- the calculation module 212 receives season league data 244 throughout the sports season, i.e., the season during which the professional sport of the fantasy sports league is played.
- Season league data 244 comprises a variety of data surrounding a professional sports league during a season, such as player statistics, game results, game statistics, upcoming games, point spreads, injury reports, and the like.
- Season league data 244 can be received by program logic 150 via a network connection such as via the Web.
- calculation module 212 Based on the season league data 244 received, calculation module 212 makes calculations throughout the season regarding the progress of the fantasy sports teams in the various fantasy sports leagues in the league database 242 . The calculation module 212 makes the calculations above based on the particular fantasy sports algorithm that applies to each league. Various fantasy sports algorithms are widely known in the art and generally correspond to the type of fantasy sports league that is created by the players of the fantasy league. Depending on the type of fantasy sports algorithm used, as the professional sports season progresses and season league data 244 is received, calculation module 212 makes calculations throughout the season wherein points are awarded, current standings arc computed and the rank or position of each fantasy sports team in a league is determined. This process defines the success or failure of each fantasy sports team in a league as the professional sports season progresses.
- the functionality for managing the progress of a fantasy sports league throughout a sports season and making the ultimate determination of the winner or winners of a fantasy sports league rests with a third party provider server, not with the calculation module 122 .
- a third party provider server receives season league data 244 throughout the sports season and computes a winner or winners at the end of the season according to a predefined fantasy sports algorithm.
- the third party server may communicate, such as via Web interface 232 , to the calculation module 122 , and/or system 200 , the progress of a fantasy sports league and fantasy sports teams throughout a professional sports season, and further may communicate the winner or winners of a fantasy sports league calculated by the third party provider server.
- program logic 150 includes functionality for allowing players to log onto the fantasy sports management system 200 via a graphical user interface 232 , e.g., a Web interface, to input information about the progress of a fantasy sports league during a season, and/or the winner or winners of a fantasy sports league calculated by a third party server.
- Players may, for example, log onto the fantasy sports management system 200 via graphical user interface 232 to vote as to the winner or winners of a fantasy sports league calculated by a third party server.
- the calculation module 212 determines the progress of a fantasy sports league during a season, and/or the winner or winners of a fantasy sports league at the end of a professional sports season.
- the players may define whether there will be one winner (typically calculated to be the fantasy sports team with the highest ranking or the greatest number of points) or several winners (such as the top three teams based on the aforementioned calculation) at the end of the professional sports season.
- the winner or winners of the fantasy sports league are determined.
- the payment interface 210 transfers the pot or purse to the winner or winners calculated by the calculation module 212 .
- a communication may be provided to the corresponding players in the fantasy sports league via interface 226 of communications module 206 , wherein the communication reports the winner or winners of the fantasy sports league.
- FIG. 3 is a flowchart showing the data flow of a process for providing a fantasy sports management system, in accordance with one embodiment of the present invention.
- FIG. 3 a process performed by program logic 150 residing server 108 , on a client computer such as client 102 , or some combination of the two.
- the client application running on client 102 may be a web browser executing program logic 150 .
- profile management module 202 allows users, or fantasy sports players, to log onto the fantasy sports management system 200 via a graphical user interface 222 to input profile information and attributes associated with interests pertaining to a fantasy sports league.
- communications module 206 allows players to log onto the fantasy sports management system 200 via a graphical user interface 226 to input and exchange communications, as described in greater detail above.
- analysis module 204 analyzes the profiles of existing fantasy sports players to identify a subset of players that may enjoy playing together in a fantasy sports league. The analysis module 204 reads profile data from the profile database 240 to make the determination above.
- step 308 upon the identification of a subset of players that may enjoy playing in a fantasy sports league together, the analysis module 204 sends a suggestion, via communications module 206 , to the subset of players suggesting that the players may desire to form a fantasy sports league together.
- step 310 the subset of players confirms the creation of such a fantasy sports league by using the interface 226 to send a confirmation message.
- fantasy league creation module 208 allows players to log onto the fantasy sports management system 200 via a graphical user interface 228 to input information for the creation of a fantasy sports league.
- Players input information necessary for creating a fantasy sports league such as the type of sport, a league identifier, a style of fantasy sports league, etc.
- payment interface module 230 allows players to log onto the fantasy sports management system 200 via a graphical user interface 230 to input electronic payment information for payment of fees and/or wagers.
- step 316 once the wagers and/or fees have been collected by the payment interface 210 for all players of the subset of players in a fantasy sports league, the fantasy sports league created by the fantasy league creation module 208 is cleared to proceed.
- calculation module 212 manages the progress of the fantasy sports league throughout the sports season.
- a third party provider manages the progress of the fantasy sports league throughout the sports season, while the aforementioned information is communicated to the calculation module 212 .
- players input into system 200 information pertaining to the progress of the fantasy sports league throughout the sports season.
- step 320 the end of the professional sports season arrives and the calculation module 212 calculates the winner or winners of the fantasy sports league according to a predefined fantasy sports algorithm.
- a third party calculates the winner or winners of the fantasy sports league, while the aforementioned information is communicated to the calculation module 212 .
- players input into system 200 information pertaining to the winner or winners of the fantasy sports league. The players may, for example, vote on the winner or winners of the fantasy sports league.
- the calculation module 212 therefore calculates a winner or winners of the fantasy sports league according to the information entered by the players and/or the votes.
- step 322 the payment interface 210 transfers the pot or purse to the winner or winners calculate by the calculation module 212 .
- a communication is provided to the corresponding players in the fantasy sports league via interface 226 of communications module 206 , wherein the communication reports the winner or winners of the fantasy sports league.
- the present invention can be realized in hardware, software, or a combination of hardware and software in the system described in the figures above.
- a system according to a preferred embodiment of the present invention can be realized in a centralized fashion in one computer system or in a distributed fashion where different elements are spread across several interconnected computer systems. Any kind of computer system—or other apparatus adapted for carrying out the methods described herein—is suited.
- a typical combination of hardware and software could be a general-purpose computer system with a computer program that, when being loaded and executed, controls the computer system such that it carries out the methods described herein.
- An embodiment of the present invention can also be embedded in a computer program product, which comprises all the features enabling the implementation of the methods described herein, and which—when loaded in a computer system—is able to carry out these methods.
- Computer program means or computer program as used in the present invention indicates any expression, in any language, code or notation, of a set of instructions intended to cause a system having an information processing capability to perform a particular function either directly or after either or both of the following a) conversion to another language, code or, notation; and b) reproduction in a different material form.
- a computer system may include, inter alia, one or more computers and at least a computer readable medium, allowing a computer system, to read data, instructions, messages or message packets, and other computer readable information from the computer readable medium.
- the computer readable medium may include non-volatile memory, such as ROM, Flash memory, Disk drive memory, CD-ROM, and other permanent storage. Additionally, a computer readable medium may include, for example, volatile storage such as RAM, buffers, cache memory, and network circuits. Furthermore, the computer readable medium may comprise computer readable information in a transitory state medium such as a network link and/or a network interface, including a wired network or a wireless network that allows a computer system to read such computer readable information.
- computer program medium “computer usable medium,” and “computer readable medium” are used to generally refer to media such as main memory and secondary memory, removable storage drive, a hard disk installed in a hard disk drive, and signals. These computer program products are means for providing software to the computer system.
- the computer readable medium allows the computer system to read data, instructions, messages or message packets, and other computer readable information from the computer readable medium.
- the computer readable medium may include non-volatile memory, such as Floppy, ROM, Flash memory, Disk drive memory, CD-ROM, and other permanent storage. It is useful, for example, for transporting information, such as data and computer instructions, between computer systems.
- the computer readable medium may comprise computer readable information in a transitory state medium such as a network link and/or a network interface, including a wired network or a wireless network that allows a computer to read such computer readable information.
- a transitory state medium such as a network link and/or a network interface, including a wired network or a wireless network that allows a computer to read such computer readable information.
- the term “computer readable storage medium” is used to generally refer to removable storage media, a removable storage drive, or a hard disk installed in a hard disk drive.
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Abstract
A method of managing a fantasy sports game includes receiving attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount. The method can further include relaying communications between the plurality of players and suggesting a fantasy sports league to a subset of players having similar attribute information. The method can further include creating a fantasy sports league comprising the subset of players. The method can further include receiving from each of the subset of players an electronic payment of a predefined amount so as to generate a pot. The method can further include transferring the pot to one or more players that have been designated a winner of the fantasy sports league.
Description
- Not Applicable.
- Not Applicable.
- Not Applicable.
- 1. Field of the Invention
- The present invention relates to the field of gaming systems and more particularly to network enabled gaming systems configured for fantasy sports games.
- 2. Description of the Related Art
- Fantasy sports are games wherein players, or fantasy owners, create virtual sports teams that compete against other teams created by fantasy owners. A virtual sports team usually consists of actual professional athletes of a real professional sport, whose performance statistics are used to gauge the success of the virtual team. The method by which the outcomes of fantasy sports games are determined varies, but generally comprises an analysis of the statistics generated by the actual athletes of the virtual team. Typically, statistical performance of actual athletes are converted into points that are compiled and totaled according to a formula defined by a manager or administrator. Additional features of fantasy sports include the ability to trade, cut, and sign athletes, much like a real owner of a professional sports team.
- Fantasy sports can also involve wagering of money. Usually, players of a fantasy sports game pledge a predefined amount of money to create a pot. At the end of the sports season, the winner or winners of the season are calculated according to a formula pre-defined by the manager or administrator of the league, commonly called the league commissioner. Subsequently, the pledges are collected from the players of the game—before or shortly after the start of the season—and the pot is transferred to the winner or divided up amongst multiple winners. Collecting money, however, from a person with whom one is not acquainted can be socially awkward and uncomfortable. Furthermore, it can be annoying and irritating to deal with stragglers who pay late or shirkers who decide not to pay at all. For these reasons surrounding the nature of collecting pledges, fantasy sports enthusiasts conventionally only play with individuals with whom they have a personal relationship, such as friends and family. This circumstance, however, shrinks the network with which an individual is willing to play fantasy sports, and therefore limits the fantasy sports experience.
- Another problem encountered by fantasy sports enthusiasts involves the search for like-minded players. In order to have an appropriate fantasy sports league, there must be a minimum number of players and there must be an agreement amongst players regarding several aspects of the game. For example, the players of a fantasy sports league must agree on a professional sport (a baseball league, as opposed to a football league or a soccer league), the method for choosing athletes for fantasy teams and the amount to be wagered, among other things. The process, however, of finding a group of players that all agree on various aspects of a fantasy sports league can be time-consuming and tedious. Further, with an increased number of variations available for a fantasy sports league, there arc endless opportunities for disagreements and disputes between players during the creation of a fantasy sports league. Thus, it can be challenging to manage the creation of a fantasy sports league with which all players are comfortable.
- Yet another problem encountered by fantasy sports enthusiasts involves social interaction between players. As a fantasy sports league progresses throughout a sports season, inevitably there are opportunities for social interaction and communication. Fantasy sports players enjoy discussing teams, athletes and predictions for the season. There is usually frequent discussion about expectations for teams and athletes, as well as forecasting and speculation about the winner or winners of a fantasy sports league. As such, friendships and acquaintances, as well as rivals, are often made within a fantasy sports league. Current fantasy sports league solutions, however, do not adequately provide a facility for allowing the social aspects of a fantasy sports league to flourish.
- Therefore, there is a need to overcome the deficiencies with the prior art and more particularly for a more efficient way to conduct the management of fantasy sports games and related wagering.
- Embodiments of the present invention address deficiencies of the art in respect to online gaming and provide a novel and non-obvious method and computer system for managing a fantasy sports game. In an embodiment of the invention, the method of managing a fantasy sports game includes receiving, via a Web interface, attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount. The method can further include relaying between the plurality of players communications entered via a Web interface and suggesting a fantasy sports league to a subset of players having similar attribute information. The method can further include creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players. The method can further include receiving from each of the subset of players, via a Web interface, an electronic payment of a predefined amount so as to generate a pot. The method can further include transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league.
- In another embodiment of the invention, a computer system for managing a fantasy sports game can be provided. The computer system can include a first Web interface for receiving attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount. The computer system can further include a communications Web interface for reading communications entered by players and relaying the communications to their intended recipient players and an analysis module for analyzing attribute information of the plurality of players so as to identify a subset of players having similar attribute information. The computer system can further include a second Web interface for suggesting a fantasy sports league to the subset of players having similar attribute information and a processor configured for creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players. The computer system can further include a third Web interface for receiving from each of the subset of players an electronic payment of a predefined amount so as to generate a pot. The computer system can further include a payment authority interface for transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league by the processor.
- Additional aspects of the invention will be set forth in part in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The aspects of the invention will be realized and attained by means of the elements and combinations particularly pointed out in the appended claims. It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the invention, as claimed.
- The accompanying drawings, which are incorporated in and constitute part of this specification illustrate embodiments of the invention and together with the description, serve to explain the principles of the invention. The embodiments illustrated herein are presently preferred, it being understood, however, that the invention is not limited to the precise arrangements and instrumentalities shown, wherein:
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FIG. 1 is a block diagram illustrating a network architecture of a fantasy sports computer system, in accordance with one embodiment of the present invention; -
FIG. 2 is a block diagram showing various modules for performing various functions of a fantasy sports management system, in accordance with one embodiment of the present invention: -
FIG. 3 is a flowchart showing the data flow of a process for providing a fantasy sports management system, in accordance with one embodiment of the present invention. - Embodiments of the present invention address deficiencies of the art in respect to online gaming and provide a novel and non-obvious method and computer system for managing a fantasy sports game. The present invention improves upon the prior art by automatically searching and finding fantasy sports players with similar interests pertaining to a fantasy sports league, so as to eliminate the burden of manually finding other players with which to create a fantasy sports league. The present invention further automatically provides suggestions to fantasy sports players based upon the results of the search that was conducted, thereby allowing for the quick and easy creation of fantasy sports leagues based on similar interests, such as type of sport, type of league and wager amount.
- The present invention further improves upon the prior art by automatically collecting the wager amounts from fantasy sports players during the creation of a fantasy sports league, so as to eliminate the burden of manually collecting wagers from players and to eliminate the possibility that a player does not pay his allotted wager amount before or shortly after the start of a fantasy sports season. The present invention further automatically determines a winner or winners of a fantasy sports league according to a predefined algorithm and/or information received from a third party provider and/or the completion of a vote by the players. Subsequently, the pot of wagers is automatically transferred to the winner or winners, so as to eliminate the burden of manually determining winners and the burden of transferring the pot to the winners at the end of a fantasy sports season.
- Additionally, the present invention improves upon the prior art by providing a social networking utility in conjunction with the fantasy sports utilities described above, so as to allow social interactions between players, thereby alleviating the natural reluctance to wager with individuals with which one is not acquainted. The social networking utility of the present invention further allows players to get to know each other, thereby enabling players to feel more comfortable playing with each other for a fee.
- Referring now to the drawing figures in which like reference designators refer to like elements, there is shown in
FIG. 1 an illustration of a block diagram showing the network architecture of a network application in accordance with the principles of the present invention. The exemplary embodiments of the present invention adhere to the system architecture ofFIG. 1 .FIG. 1 shows an embodiment of the present invention wherein client users 102-112 interact withweb server 108 over anetwork 106, such as in an Internet implementation of a network application that services multiple users in more than one location and for multiple tasks. -
FIG. 1 shows client users 102-112 andweb server 108 connected to network 106 via computers, such as desktop personal computers, workstations or servers.Web server 108 includes a software engine that delivers applications to client computers 102-112. Theweb server 108 may adhere to any commercially available server platform, such as the Sun Microsystems J2EE platform, a Web-based application platform, an integrated platform for e-commerce or a content management system platform. It should be noted that althoughFIG. 1 shows only two client users 102-112 and oneweb server 108, the system of the present invention supports any number of client users and servers connected vianetwork 106. Theweb server 108 and its functions are described in more detail with reference to the figures below. - In one embodiment of the present invention, the network application provided by the
web server 108 ofFIG. 1 is a client-server application having a client portion that resides on the computers of client users 102-112 and a server application that resides onweb server 108. For example, the network application can be a Web interface that is accessed by client users 102-112 vianetwork 106. -
FIG. 1 further shows thatweb server 108 includes adatabase server 118. Client users 102-112 may also each include their own database. Thedatabase server 118 serves data from a database, which is a repository for data used byweb server 108 and client users 102-112 during the course of operation. The data served bydatabase server 118 is described in greater detail below. The database ofdatabase server 118 may adhere to any one of the flat model, hierarchical model, object-oriented model or a relational model for databases. Further, the database can be any commercial database, such as an Oracle Database, Enterprise or Personal Edition, available from Oracle Corporation, or a Microsoft SQL Server or Access 2000 database available from Microsoft Corporation. - The
database server 118 may also include a database management system, which is an application that controls the organization, storage and retrieval of data (fields, records and files) in the database. A database management system accepts requests for data from theweb server 108, and instructs the operating system to transfer the appropriate data. The database management system may also control the security and integrity of the database. Data security prevents unauthorized users from viewing or updating certain portions of the database. The database management system can be any commercial database management system, such as the Oracle E-Business Suite available from Oracle Corporation. - In an embodiment of the present invention, the computer systems of client users 102-112 and
web server 108 are one or more Personal Computers (PCs), Personal Digital Assistants (PDAs), hand held computers, palm top computers, lap top computers, smart phones, game consoles or any other information processing devices. A PC can be one or more IBM or compatible PC workstations running a Microsoft Windows or LINUX operating system, one or more Macintosh computers running a Mac OS operating system, or an equivalent. In another embodiment, the computer systems of client users 102-112 andweb server 108 are a server system, such as SUN Ultra workstations running a SunOS operating system or IBM RS/6000 workstations and servers running the AIX operating system. - In an embodiment of the present invention, the
network 106 is a circuit switched network, such as the Public Service Telephone Network (PSTN). In another embodiment, thenetwork 106 is a packet switched network. The packet switched network is a wide area network (WAN), such as the global Internet, a private WAN, a local area network (LAN), a telecommunications network or any combination of the above-mentioned networks. In yet another embodiment, the structure of thenetwork 106 is a wired network, a wireless network, a broadcast network or a point-to-point network. -
Web server 108 connects directly to thenetwork 106 via a network interface, such as a network interface card. Theweb server 108 provides a web interface available to client users 102-112. This is advantageous as a web interface allows any clients having a web connection to connect to theweb server 108. A web interface provides a simple, efficient, highly compatible, economical and highly available connection to theweb server 108 to a wide range of clients. -
FIG. 1 shows a group of client users 102-112 connecting to theweb server 108. These clients may execute client applications, such as compiled or interpreted executable modules written in C++, Java, Visual Basic, HTML, XML, Flash or separate Java applets, Java scriptlets, Java scripts, Perl scripts, Active X controls or any self-sufficient application executing on a client computer. -
FIG. 1 furthershows program logic 150 comprising computer source code, scripting language code or interpreted language code that is compiled to produce computer instructions that perform various functions of the present invention. In one embodiment of the present invention, theprogram logic 150 is a scripting language such as ECMAScript, Cascading style sheets, XML, XSLT, Javascript, AJAX, XUL, JSP, PHP, and ASP.Program logic 150 may reside on aclient 102, theweb server 108 or any combination of the two. -
FIG. 2 is a block diagram showing various modules for performing various functions of a fantasysports management system 200, in accordance with one embodiment of the present invention.FIG. 2 shows various modules 202-205 comprising functionality that is performed by theprogram logic 150 of the fantasysports management system 200, wherein theprogram logic 150 is preferably located in theweb server 108. Though in another embodiment of the present invention, the various modules 202-205 comprise functionality of theprogram logic 150, which is located in a distributed fashion betweenserver 108 and clients 102-112, respectively.FIG. 2 further shows various databases 240-242 comprising database functionality that is preferably located indatabase server 118. Though in another embodiment of the present invention, the various databases 240-242 comprise database functionality that is located in a distributed fashion betweenserver 108 and clients 102-112, respectively. The graphical user interfaces 222-230 comprise interfaces that are generated by source code that resides atweb server 108 and is transferred to each client 102-112 upon request for local execution by each client, such as HTML that is downloaded to each client 102-112 upon request and then executed by a local client web browser. -
FIG. 2 shows thatprogram logic 150 includes aprofile management module 202, comprising functionality for allowing users, or fantasy sports players, to log onto the fantasysports management system 200 via agraphical user interface 222, e.g., a Web interface, to input profile information. In one embodiment, profile information can include attributes associated with identifying information for a fantasy sports player, such as name, address, login and password information. In another embodiment, profile information can include attributes associated with any of the following for a fantasy sports player: sex, location, age, interests, employment, birthday, profile photographs, hometown, favorite teams, favorite sport, favorite athlete, web site, email, school attendance, secondary education attendance, etc. -
Graphical user interface 222 can further be used by a fantasy sports player to input attributes associated with interests pertaining to a fantasy sports league. For example, the player may specify any of the following interests associated with a fantasy sports league: the type of sport (e.g., baseball, football, etc.), a league identifier (e.g., league name), a style of fantasy sports league (e.g., head to head, rotisserie, keeper, etc.), a monetary amount or range the player is willing to wager, a draft type (e.g., manual draft or auto-pick draft), a number of positions for the specific sports for the league, draft time and date, which and how many players divide the pot, etc. - In another embodiment of the present invention,
graphical user interface 222 can further be used by fantasy sports players to specify the interests most important to them in other players when forming a fantasy sports league (i.e., “importance” attributes). For example, a first player may specify sex (female), sports type (football) and wager amount ($200-250) as the attributes most important to the first player when seeking other players for a fantasy sports league. Any data entered by players ingraphical user interface 222 may be stored in profile database 240. -
FIG. 2 further shows thatprogram logic 150 includes ananalysis module 204, comprising functionality for analyzing the profiles of existing fantasy sports players to identify subsets of players that may enjoy playing together in a fantasy sports league. Theanalysis module 204 reads profile data from the profile database 240 to make the determination above. In one embodiment of the present invention, theanalysis module 204 performs the analysis above automatically upon creation of a profile by any player. In another embodiment of the present invention, theanalysis module 204 performs the analysis above upon prompting by any player, wherein a player, for example, provides a list of “importance” attributes that are used by theanalysis module 204 to search for similar attributes in other players' profiles. - The identification of a subset of players that may enjoy participating in a fantasy sports league is generally based on an algorithm that matches attributes in each player's profile. In one example of an algorithm, all players with identical or similar sports type, league identifier and wager amount attributes may be identified as a subset of players that may enjoy participating in a fantasy sports league. Also, recall that fantasy sports players may specify, via
interface 222, the interests most important to them in other players when forming a fantasy sports league (“importance” attributes). In another example of an algorithm, all players with identical attributes, which have been specified as interests most important to them in other players when forming a fantasy sports league, may be identified as a subset of players that may enjoy participating in a fantasy sports league. Algorithms for identifying subsets of players may vary according to complexity and may involve all or subsets of player attributes. -
FIG. 2 further shows thatprogram logic 150 includes acommunications module 206, comprising functionality for allowing players to log onto the fantasysports management system 200 via agraphical user interface 226, e.g., a Web interface, to input and exchange communications. In one embodiment, communications can include textual information, still images, videos, audio, and the like.Interface 226 can be used by players to browse or search the profiles of other players so as to identify players with similar, identical, dissimilar or opposite interests. Communications can include textual or image messages that arc left as postings on the public profiles of other players or may include the sending of email or voicemail messages via thecommunications module 206. Communications can also include textual or image messages that are left as postings on the public profiles of the author, as in a blog wherein a player posts articles or writings that can be viewed, and responded to, by other players. Further, the public profiles of players may be searched so as to find like-minded players with similar or identical interests. - In addition, the
web interface 226 can provide an instant messaging capability to further enhance communication between players. Further, a map feature may be implemented, which provides players a pictorial view of the location of specific league players on a map. An additional feature includes a prompt being sent to players via theweb interface 226 when a league is formed between strangers, wherein the prompt asks players to become friends or buddies with another player in the league. This additional feature increases the network connection between players as more leagues are created and players that previously were unacquainted become better acquainted with each other. - The
analysis module 204 may be functionally connected to thecommunications module 206. Upon the identification of a subset of players that may enjoy playing in a fantasy sports league together, theanalysis module 204 may send a suggestion to the subset of players suggesting that the players may desire to form a fantasy sports league together. The suggestion may come in the form of a textual, still image or video message that is sent to the subset of players via thecommunications module 206. The subset of players may confirm the creation of such a fantasy sports league by using theinterface 226 to send a confirmation message. -
FIG. 2 further shows thatprogram logic 150 includes a fantasyleague creation module 208, comprising functionality for allowing players to log onto the fantasysports management system 200 via agraphical user interface 228, e.g., a Web interface, to input information for the creation of a fantasy sports league. Players may log onto the fantasysports management system 200 viagraphical user interface 228 to input information necessary for creating a fantasy sports league, such as the type of sport, a league identifier, a style of fantasy sports league, a specific sporting event, a monetary amount each player is willing to wager, a draft type, etc. Players may further log onto the fantasysports management system 200 viagraphical user interface 228 to input selections for the members of each player's team. This typically consists of the selection of the identities of actual professional athletes in the specified sport. Any data entered by players ingraphical user interface 228 or data created bymodule 208 may be stored inleague database 242. - In one embodiment of the present invention, the fantasy
league creation module 208 automatically creates a fantasy sports league upon the reception of a confirmation from the subset of players identified byanalysis module 204, wherein confirmation arrives in the form of a confirmation message via theinterface 226. The fantasy sports league that is created may embody attributes specified by the subset of players. For example, if the subset of players contain identical “importance” attributes (which have been specified as interests most important to them in other players when forming a fantasy sports league), then the fantasy sports league that is created embodies the “importance” attributes specified by the subset of players. The fantasyleague creation module 208 garners attribute and profile information of players from the profile database 240. - In another embodiment of the present invention, the creation of a fantasy sports league occurs on a third party server. In this embodiment, players may log onto the fantasy sports management system of a third party provider to input information necessary for creating a fantasy sports league, such as inputting selections for the members of each player's team. Various online providers allow for the creation of fantasy sports leagues and individual fantasy sports teams in the leagues. In this embodiment, players log onto the fantasy
sports management system 200 viagraphical user interface 228 to input information regarding the identity of the third party provider server, the identification of the fantasy sports league created on the third party provider server, the identities of the players on the third party provider server, the attributes surrounding the fantasy sports league created on the third party provider server and/or the like. -
FIG. 2 further shows thatprogram logic 150 includes apayment interface module 230, comprising functionality for allowing players to log onto the fantasysports management system 200 via agraphical user interface 230, e.g., a Web interface, to input electronic payment information for payment of fees and/or wagers. Players may log onto the fantasysports management system 200 viagraphical user interface 230 to pay for costs or fees charged by thesystem 200 to play in a fantasy sports league. Players may further log onto the fantasysports management system 200 viagraphical user interface 230 to input electronic payment information (such as name address, credit card information) for payment of the wager agreed to by the player according to the fantasy sports league the player desires to join. Thepayment interface 210 garners the amount of the wager from the corresponding fantasy sports league the player desires to join inleague database 242. The wagers collected from all players in a fantasy sports league comprise a pot or purse, which consists of the amount of money that is distributed to the winner or winners of the fantasy sports league at the end of the sports season. - Once a player's wager and/or fees have been collected by the
payment interface 210, the player may be cleared to participate in the corresponding fantasy sports league created by the fantasyleague creation module 208. Once the wagers and/or fees have been collected by thepayment interface 210 for all players of the subset of players in a fantasy sports league, the fantasy sports league created by the fantasyleague creation module 208 is cleared to proceed. Any data entered by players in graphical user interface 203 or data created bymodule 210 may be stored inleague database 242. - The
payment interface 210 may interface with a payment authority to effectuate payments by players. In one embodiment of the present invention, the payment authority is a payment gateway, which is an e-commerce Application Service Provider (ASP) service that authorizes payments for e-businesses, online retailers, or traditional brick and mortar businesses. A payment gateway is the equivalent of a physical point-of-sale terminal located in most retail outlets. Payment gateways encrypt sensitive information, such as credit card numbers, to ensure that information passes securely between the customer and the merchant. A payment gateway facilitates the transfer of information between a payment portal (such as a website) and the acquiring bank, quickly and securely. When a customer orders a product or service from a payment gateway enabled merchant, the payment gateway performs a variety of tasks to process the transaction. Payment gateways accept payment via the use of credit cards, charge cards, bank cards, gift cards, account cards, etc. -
FIG. 2 further shows thatprogram logic 150 includes acalculation module 212, comprising functionality for managing the progress of a fantasy sports league throughout a sports season and making the ultimate determination of the winner or winners of a fantasy sports league. Thecalculation module 212 receivesseason league data 244 throughout the sports season, i.e., the season during which the professional sport of the fantasy sports league is played.Season league data 244 comprises a variety of data surrounding a professional sports league during a season, such as player statistics, game results, game statistics, upcoming games, point spreads, injury reports, and the like.Season league data 244 can be received byprogram logic 150 via a network connection such as via the Web. - Based on the
season league data 244 received,calculation module 212 makes calculations throughout the season regarding the progress of the fantasy sports teams in the various fantasy sports leagues in theleague database 242. Thecalculation module 212 makes the calculations above based on the particular fantasy sports algorithm that applies to each league. Various fantasy sports algorithms are widely known in the art and generally correspond to the type of fantasy sports league that is created by the players of the fantasy league. Depending on the type of fantasy sports algorithm used, as the professional sports season progresses andseason league data 244 is received,calculation module 212 makes calculations throughout the season wherein points are awarded, current standings arc computed and the rank or position of each fantasy sports team in a league is determined. This process defines the success or failure of each fantasy sports team in a league as the professional sports season progresses. - In one embodiment of the present invention, the functionality for managing the progress of a fantasy sports league throughout a sports season and making the ultimate determination of the winner or winners of a fantasy sports league rests with a third party provider server, not with the calculation module 122. Various online providers allow for the creation and management of fantasy sports leagues and fantasy sports teams throughout a professional sports season. In this embodiment, the
calculation module 212 does not receiveseason league data 244 throughout the sports season and does not compute a winner at the end of the season. Rather, a third party provider server receivesseason league data 244 throughout the sports season and computes a winner or winners at the end of the season according to a predefined fantasy sports algorithm. The third party server may communicate, such as viaWeb interface 232, to the calculation module 122, and/orsystem 200, the progress of a fantasy sports league and fantasy sports teams throughout a professional sports season, and further may communicate the winner or winners of a fantasy sports league calculated by the third party provider server. - In another alternative,
program logic 150 includes functionality for allowing players to log onto the fantasysports management system 200 via agraphical user interface 232, e.g., a Web interface, to input information about the progress of a fantasy sports league during a season, and/or the winner or winners of a fantasy sports league calculated by a third party server. Players may, for example, log onto the fantasysports management system 200 viagraphical user interface 232 to vote as to the winner or winners of a fantasy sports league calculated by a third party server. Based on the information entered by the players intointerface 232 and/or the votes of the players, thecalculation module 212 determines the progress of a fantasy sports league during a season, and/or the winner or winners of a fantasy sports league at the end of a professional sports season. - During the creation of the fantasy sports league by fantasy
league generation module 208, the players may define whether there will be one winner (typically calculated to be the fantasy sports team with the highest ranking or the greatest number of points) or several winners (such as the top three teams based on the aforementioned calculation) at the end of the professional sports season. Depending on the process used bycalculation module 212, the winner or winners of the fantasy sports league are determined. At the end of the professional sports season, thepayment interface 210 transfers the pot or purse to the winner or winners calculated by thecalculation module 212. At this point, a communication may be provided to the corresponding players in the fantasy sports league viainterface 226 ofcommunications module 206, wherein the communication reports the winner or winners of the fantasy sports league. -
FIG. 3 is a flowchart showing the data flow of a process for providing a fantasy sports management system, in accordance with one embodiment of the present invention.FIG. 3 a process performed byprogram logic 150 residingserver 108, on a client computer such asclient 102, or some combination of the two. The client application running onclient 102 may be a web browser executingprogram logic 150. - In
step 302,profile management module 202 allows users, or fantasy sports players, to log onto the fantasysports management system 200 via agraphical user interface 222 to input profile information and attributes associated with interests pertaining to a fantasy sports league. Instep 304,communications module 206 allows players to log onto the fantasysports management system 200 via agraphical user interface 226 to input and exchange communications, as described in greater detail above. Instep 306,analysis module 204 analyzes the profiles of existing fantasy sports players to identify a subset of players that may enjoy playing together in a fantasy sports league. Theanalysis module 204 reads profile data from the profile database 240 to make the determination above. - In
step 308, upon the identification of a subset of players that may enjoy playing in a fantasy sports league together, theanalysis module 204 sends a suggestion, viacommunications module 206, to the subset of players suggesting that the players may desire to form a fantasy sports league together. Instep 310, the subset of players confirms the creation of such a fantasy sports league by using theinterface 226 to send a confirmation message. - In
step 312, fantasyleague creation module 208 allows players to log onto the fantasysports management system 200 via agraphical user interface 228 to input information for the creation of a fantasy sports league. Players input information necessary for creating a fantasy sports league, such as the type of sport, a league identifier, a style of fantasy sports league, etc. Alternatively, players log onto a third party provider server to input information for the creation of a fantasy sports league, and subsequently players log onto the fantasysports management system 200 to input identifying information about the league created with the third party. Instep 314,payment interface module 230 allows players to log onto the fantasysports management system 200 via agraphical user interface 230 to input electronic payment information for payment of fees and/or wagers. - In
step 316, once the wagers and/or fees have been collected by thepayment interface 210 for all players of the subset of players in a fantasy sports league, the fantasy sports league created by the fantasyleague creation module 208 is cleared to proceed. - In
step 318,calculation module 212 manages the progress of the fantasy sports league throughout the sports season. Alternatively, a third party provider manages the progress of the fantasy sports league throughout the sports season, while the aforementioned information is communicated to thecalculation module 212. In yet another alternative, players input intosystem 200 information pertaining to the progress of the fantasy sports league throughout the sports season. - In
step 320, the end of the professional sports season arrives and thecalculation module 212 calculates the winner or winners of the fantasy sports league according to a predefined fantasy sports algorithm. Alternatively, a third party calculates the winner or winners of the fantasy sports league, while the aforementioned information is communicated to thecalculation module 212. In yet another alternative, players input intosystem 200 information pertaining to the winner or winners of the fantasy sports league. The players may, for example, vote on the winner or winners of the fantasy sports league. Thecalculation module 212 therefore calculates a winner or winners of the fantasy sports league according to the information entered by the players and/or the votes. - Subsequently, in
step 322, thepayment interface 210 transfers the pot or purse to the winner or winners calculate by thecalculation module 212. A communication is provided to the corresponding players in the fantasy sports league viainterface 226 ofcommunications module 206, wherein the communication reports the winner or winners of the fantasy sports league. - The present invention can be realized in hardware, software, or a combination of hardware and software in the system described in the figures above. A system according to a preferred embodiment of the present invention can be realized in a centralized fashion in one computer system or in a distributed fashion where different elements are spread across several interconnected computer systems. Any kind of computer system—or other apparatus adapted for carrying out the methods described herein—is suited. A typical combination of hardware and software could be a general-purpose computer system with a computer program that, when being loaded and executed, controls the computer system such that it carries out the methods described herein.
- An embodiment of the present invention can also be embedded in a computer program product, which comprises all the features enabling the implementation of the methods described herein, and which—when loaded in a computer system—is able to carry out these methods. Computer program means or computer program as used in the present invention indicates any expression, in any language, code or notation, of a set of instructions intended to cause a system having an information processing capability to perform a particular function either directly or after either or both of the following a) conversion to another language, code or, notation; and b) reproduction in a different material form.
- A computer system may include, inter alia, one or more computers and at least a computer readable medium, allowing a computer system, to read data, instructions, messages or message packets, and other computer readable information from the computer readable medium. The computer readable medium may include non-volatile memory, such as ROM, Flash memory, Disk drive memory, CD-ROM, and other permanent storage. Additionally, a computer readable medium may include, for example, volatile storage such as RAM, buffers, cache memory, and network circuits. Furthermore, the computer readable medium may comprise computer readable information in a transitory state medium such as a network link and/or a network interface, including a wired network or a wireless network that allows a computer system to read such computer readable information.
- In this document, the terms “computer program medium,” “computer usable medium,” and “computer readable medium” are used to generally refer to media such as main memory and secondary memory, removable storage drive, a hard disk installed in a hard disk drive, and signals. These computer program products are means for providing software to the computer system. The computer readable medium allows the computer system to read data, instructions, messages or message packets, and other computer readable information from the computer readable medium. The computer readable medium, for example, may include non-volatile memory, such as Floppy, ROM, Flash memory, Disk drive memory, CD-ROM, and other permanent storage. It is useful, for example, for transporting information, such as data and computer instructions, between computer systems. Furthermore, the computer readable medium may comprise computer readable information in a transitory state medium such as a network link and/or a network interface, including a wired network or a wireless network that allows a computer to read such computer readable information. In this document, the term “computer readable storage medium” is used to generally refer to removable storage media, a removable storage drive, or a hard disk installed in a hard disk drive.
- Although specific embodiments of the invention have been disclosed, those having ordinary skill in the art will understand that changes can be made to the specific embodiments without departing from the spirit and scope of the invention. The scope of the invention is not to be restricted, therefore, to the specific embodiments. Furthermore, it is intended that the appended claims cover any and all such applications, modifications, and embodiments within the scope of the present invention.
Claims (20)
1. A method on a computer system for managing a fantasy sports game, the method comprising:
receiving, via a Web interface, attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount;
relaying between the plurality of players communications entered via a Web interface;
suggesting a fantasy sports league to a subset of players having similar attribute information;
creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players;
receiving from each of the subset of players, via a Web interface, an electronic payment of a predefined amount so as to generate a pot; and
transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league.
2. The method of claim 1 , wherein the step of receiving attribute information further comprises:
receiving attribute information from the plurality of players, wherein attribute information further includes at least one of age, sex and location of a player, interests of a player, and favorite teams and athletes of a player.
3. The method of claim 2 , wherein the step of relaying further comprises:
receiving, via a Web interface, textual communications from players; and
displaying, via the Web interface, the textual communications for intended recipients of the textual communications.
4. The method of claim 3 , wherein the step of suggesting further comprises:
analyzing attribute information of the plurality of players so as to identify a subset of players having similar attribute information.
5. The method of claim 4 , wherein the step of suggesting further comprises:
displaying, via a Web interface, to the subset of players, a suggestion for a fantasy sports league, wherein the fantasy sports league encompasses attribute information from the subset of players.
6. The method of claim 5 , wherein the step of creating further comprises:
creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses the sports type and wager amount defined in the attribute information of the subset of players.
7. The method of claim 6 , wherein the step of receiving en electronic payment further comprises:
receiving from each of the subset of players, via a Web interface, a selection for team members of a fantasy team.
8. The method of claim 6 , wherein the step of receiving en electronic payment further comprises:
receiving from at least one player of the subset of players, via a Web interface, an identifier for a first fantasy sports league created and managed by a third party provider, wherein the first fantasy sports league encompasses fantasy sports teams created by the subset of players.
9. The method of claim 6 , wherein the step of receiving an electronic payment further comprises:
receiving from each of the subset of players, via a Web interface, an electronic payment of a predefined amount;
communicating with a payment authority to effectuate payment of the predefined amount from each of the subset of players, so as to generate a pot.
10. The method of claim 9 , wherein the step of transferring further comprises:
executing a predefined fantasy sports algorithm to determine a winner or winners, from the subset of players, of the fantasy sports league.
11. The method of claim 9 , wherein the step of transferring further comprises:
receiving from a third party provider an identification of a winner or winners, from the subset of players, of the fantasy sports league, wherein the third party provider has executed a fantasy sports algorithm for determining the winner or winners.
12. The method of claim 9 , wherein the step of transferring further comprises:
administering a vote among the subset of players, wherein the vote identifies a winner or winners, from the subset of players, of the fantasy sports league;
determining, based on the vote that was administered, a winner or winners, from the subset of players, of the fantasy sports league.
13. The method of claim 9 , wherein the step of transferring further comprises:
transferring the pot to the winner or winners; and
displaying, via a Web interface, to the subset of players, information associated with the winner or winners of the fantasy sports league.
14. A computer system for managing a fantasy sports game, comprising:
a first Web interface for receiving attribute information from a plurality of players of the fantasy sports game, wherein attribute information includes at least identifying information, a sports type and a wager amount;
a communications Web interface for reading communications entered by players and relaying the communications to their intended recipient players;
an analysis module for analyzing attribute information of the plurality of players so as to identify a subset of players having similar attribute information;
a second Web interface for suggesting a fantasy sports league to the subset of players having similar attribute information;
a processor configured for creating a fantasy sports league comprising the subset of players responsive to receiving confirmation from the subset of players, wherein the fantasy sports league encompasses attribute information from the subset of players;
a third Web interface for receiving from each of the subset of players an electronic payment of a predefined amount so as to generate a pot; and
a payment authority interface for transferring the pot to one or more players of the subset of players that have been designated a winner of the fantasy sports league by the processor.
15. The computer system of claim 14 , wherein attribute information further includes age, sex and location of a player, interests of a player, and favorite teams and athletes of a player.
16. The computer system of claim 15 , wherein communications further comprise textual communications from players intended for player recipients.
17. The computer system of claim 16 , further comprising a Web interface for receiving from each of the subset of players a selection for team members of a fantasy team.
18. The computer system of claim 16 , further comprising a Web interface for receiving from at least one player of the subset of players an identifier for a first fantasy sports league created and managed by a third party provider, wherein the first fantasy sports league encompasses fantasy sports teams created by the subset of players.
19. The computer system of claim 16 , further comprising an interface for receiving from a third party provider an identification of a winner or winners, from the subset of players, of the fantasy sports league, wherein the third party provider has executed a fantasy sports algorithm for determining the winner or winners.
20. The computer system of claim 16 , further comprising a Web interface for administering a vote among the subset of players, wherein the vote identifies a winner or winners, from the subset of players, of the fantasy sports league, and wherein the processor is further configured for determining, based on the vote that was administered, a winner or winners, from the subset of players, of the fantasy sports league.
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US11216786B2 (en) * | 2018-07-17 | 2022-01-04 | Kavita Ramchandani Snyder | System and method for dispatching intelligent invitations to users within a network |
US11628369B2 (en) * | 2019-06-12 | 2023-04-18 | Two Nine Sports, Inc. | Method of conducting fantasy sports competitions for multi-round competitive play including a unique payout structure |
US20210390832A1 (en) * | 2019-06-12 | 2021-12-16 | Two Nine Sports Inc. | System and Method for Conducting Fantasy Sports Contests |
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