WO2008109940A1 - Virtual sports competitions - Google Patents

Virtual sports competitions Download PDF

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Publication number
WO2008109940A1
WO2008109940A1 PCT/AU2008/000336 AU2008000336W WO2008109940A1 WO 2008109940 A1 WO2008109940 A1 WO 2008109940A1 AU 2008000336 W AU2008000336 W AU 2008000336W WO 2008109940 A1 WO2008109940 A1 WO 2008109940A1
Authority
WO
WIPO (PCT)
Prior art keywords
entrant
virtual
publicly
result
account
Prior art date
Application number
PCT/AU2008/000336
Other languages
French (fr)
Inventor
John Geoffrey Grant
Original Assignee
John Geoffrey Grant
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from AU2007901306A external-priority patent/AU2007901306A0/en
Application filed by John Geoffrey Grant filed Critical John Geoffrey Grant
Publication of WO2008109940A1 publication Critical patent/WO2008109940A1/en

Links

Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5513Details of game data or player data management involving billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking

Definitions

  • the present invention relates to virtual competitions involving one or more actual sports, for example, virtual duathlons, triathlons, etc.
  • Barriers to individual participation in actual multi-sport competitions include lack of time flexibility to compete, inability to travel to competition locations, inexperience in actual sports, lack of access to actual sports equipment, and unfamiliarity with competition formats.
  • a method of providing a virtual competition involving one or more actual sports including the steps of: entering an entrant in the virtual competition; keeping a credit/debit account of virtual tokens associated with the entrant; allowing the entrant to enter a personal result of a performance by the entrant in an actual sport of the virtual competition; storing the entered personal result for viewing only by the entrant without debiting a virtual token from the entrant's account; allowing the entrant to indicate whether the entrant wishes to publicly record the stored personal result in the virtual competition; if the entrant wishes to publicly record the stored personal result, debiting a virtual token from the entrant's account, publicly recording the stored personal result, ranking the publicly recorded result against other publicly recorded results of other entrants in the actual sport, and allowing all entrants in the virtual competition to view the publicly recorded result and its ranking.
  • the method can further include the step of receiving payment for crediting virtual tokens to the entrant's account.
  • the method can further include the step of allowing virtual tokens to be purchased by or on behalf of the entrant for crediting to the entrant's account.
  • the method can further include the step of displaying advertising during the virtual competition.
  • the method can further include the step of receiving payment for the advertising.
  • the method can further include the step of displaying maps relating to the actual sports.
  • the method can further include the step of allowing the entrant to challenge another entrant to beat the publicly recorded result of the entrant in the actual sport.
  • the method can further include the step of debiting a virtual token from the challenging entrant's account, and crediting the debited virtual token to the challenged entrant's account to enable the challenged entrant to publicly record a personal result to complete the challenge.
  • the one or more actual sports can be selected from running, swimming, cycling, and combinations thereof.
  • the present invention also provides a computer-readable medium storing a computer program implementing the above method.
  • Figure 1 is a flow diagram of a method of providing a virtual sports competition of one embodiment of the invention.
  • Figures 2 to 13 are example screens generated by computer software implementing the method.
  • FIG. 1 illustrates a method 100 of providing a virtual competition involving one or more actual sports according to one embodiment of the invention.
  • the virtual competition is a virtual multi-sport competition, for example, a virtual triathlon having actual run, swim and cycle legs.
  • the virtual competition may also be implemented for other single or multiple different actual sports.
  • the method 100 is implemented in client-server software running in a client-server computing system.
  • the virtual triathlon is hosted by a web server which is accessed over the Internet by entrants via clients, for example, personal computers, web-enabled mobile phones, personal digital assistants, etc.
  • the server has an associated database for storing data relating to the virtual triathlon.
  • Figure 2 is an example screen of the software summarising the virtual triathlon.
  • the actual run, swim and cycle legs of the virtual triathlon are performed by entrants physically separately from one another in their own time over a predetermined period, for example, six weeks.
  • the actual run, swim, and cycle legs are performed, for example, in and/or around a sports centre, or at one or more gymnasiums.
  • the actual run and cycle legs are performed using actual sports equipment over physical courses and/or on running and cycling machines. Performance of the actual legs by entrants is supervised by staff of the sports centre/gymnasium, and entrants' results for the legs are verified by the staff.
  • the method 100 starts at step 110 by entering personal details of entrants and creating entrant profiles that include, for example, age, gender, address, etc.
  • Figure 3 is an example screen of an entrant's profile.
  • the entrants' profiles also include physiological information, for example, weight.
  • the entrants are grouped into groups, for example, International Triathlon Union (ITU) age groups, ITU weight groups, etc.
  • groups for example, elite, club and corporate teams in male, female and mixed groups.
  • FIG. 4 is an example screen of a virtual token account of an entrant showing the crediting and debiting of virtual tokens.
  • Each virtual token represents a credit available to an entrant to use to publicly record a personal result of their performance in an actual leg of the virtual triathlon. The public recording of results by entrants is described in further detail below.
  • Virtual tokens are purchased by or on behalf of entrants for crediting to their accounts. For example, virtual tokens are directly purchased by entrants, for example, as part of an entry fee, or by on-line credit card payments during the virtual triathlon. Alternatively, virtual tokens are purchased on behalf of entrants, for example, by sponsors or partners of the virtual triathlon who purchase blocks of virtual tokens that are subsequently credited to individual entrants.
  • step 130 by allowing entrants to enter personal results, for example elapsed times, of their performances in the actual legs of the virtual triathlon.
  • Figure 5 is an example screen prompting an entrant to enter a personal result for the run leg of the virtual triathlon.
  • the entrant is also able to add notes and brags to the entered personal result.
  • the entered personal result and accompanying note/brag is stored by the server on the database for personal viewing only by the entrant without debiting a virtual token from the entrant's account.
  • Figure 6 is an example screen showing five stored personal results of the entrant for five different performances of the run leg by the entrant.
  • the stored personal results are a personal (or private) record of the entrant's performances that are only viewable by the entrant.
  • step 150 by allowing the entrant to indicate whether the entrant wishes to publicly record a selected personal result in the virtual triathlon by clicking a check box next to the selected personal result, as shown in Figure 6. If the entrant does wish to publicly record a selected personal result, the method moves to step 160 where a virtual token is debited from the entrant's account as shown in Figure 4, and the selected personal result is publicly recorded, as well as dynamically ranked against other publicly recorded results of other entrants in the virtual competition.
  • the publicly recorded result and its ranking are then viewable by all entrants on an event leader board, as shown in the example screen of Figure 7.
  • the event leader board is dynamically updated each time the entrant elects to publicly record a personal result by debiting a virtual token.
  • entrants are also able to view leader boards showing publicly recorded results, rankings and cumulative times of entrants within groups and overall for legs of the virtual triathlon, as well as cumulative times and rankings for all three legs.
  • mapping service application As shown in the example screen of Figure 7, advertising is displayed during the virtual triathlon, and payment is received for the advertising from, for example, sponsors of the virtual triathlon. Maps relating to the actual run, swim, and cycle legs are also displayed during the virtual triathlon, as shown in the example screen of Figure 13.
  • the maps are provided by, for example, a web mapping service application, and show maps of physical courses of actual run, swim, and cycle legs and/or the physical location of the sports centre/gymnasium where they can be performed.
  • entrants are able to record physiological information and satellite navigation information relating to their performance of the actual run, swim, and cycle legs in the database of the server.
  • the physiological information is, for example, heart rate information collected by entrants using heart rate monitor watches.
  • the satellite navigation information is, for example time, location, elevation, speed, etc, collected by entrants during the running and cycling legs using satellite navigation loggers, for example, global positioning satellite (GPS) track sticks.
  • Entrants are able to manipulate, view, and interact with their recorded physiological information and satellite navigation information in the virtual competition environment that is created during the virtual triathlon. For example, entrants are able to view their recorded satellite navigation information of individual entrants on maps relating to actual courses of the run, swim, and cycle legs.
  • Entrants are also able to interact with one another in the virtual competition environment. For example, entrants are able to invite other entrants to form teams. In addition, entrants are able to challenge other entrants to beat their publicly recorded times in the actual run, swim, and cycle legs.
  • a challenging entrant is able to issue a challenge to a challenged entrant with a "challenge reply" virtual token that is debited from the challenging entrant's account.
  • the "challenge reply" virtual token is credited to the account of the challenged entrant, who then uses it to complete the challenge by publicly recording a challenge time result that is compared against the original publicly recorded result of the challenging entrant.
  • Entrants, sponsors and partners of the virtual triathlon are able to submit, access, manipulate and interact with other types of information in the virtual competition environment, for example, training information, skills information, equipment information, health information, and diet information to assist entrants participation in the virtual triathlon.
  • Photos, videos and social networking information are also presented in the virtual competition environment to enhance entrants' social enjoyment of the virtual triathlon.
  • embodiments of the invention break down barriers to participation in actual sports competitions, while still providing the health and social benefits of competitive participation in actual sports.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A method of providing a virtual competition involving one or more actual sports, the method including the steps of: entering an entrant in the virtual competition; keeping a credit/debit account of virtual tokens associated with the entrant; allowing the entrant to enter a personal result of a performance by the entrant in an actual sport of the virtual competition; storing the entered personal result for viewing only by the entrant without debiting a virtual token from the entrant's account; allowing the entrant to indicate whether the entrant wishes to publicly record the stored personal result in the virtual competition; if the entrant wishes to publicly record the stored personal result, debiting a virtual token from the entrant's account, publicly recording the stored personal result, ranking the publicly recorded result against other publicly recorded results of other entrants in the actual sport, and allowing all entrants in the virtual competition to view the publicly recorded result and its ranking.

Description

VIRTUAL SPORTS COMPETITIONS
FIELD OF THE INVENTION
The present invention relates to virtual competitions involving one or more actual sports, for example, virtual duathlons, triathlons, etc.
BACKGROUND OF THE INVENTION
Barriers to individual participation in actual multi-sport competitions, such as duathlons and triathlons, include lack of time flexibility to compete, inability to travel to competition locations, inexperience in actual sports, lack of access to actual sports equipment, and unfamiliarity with competition formats.
What is needed is a virtual sports competition that breaks down these barriers, yet still provides the health and social benefits of competitive participation in actual sports.
SUMMARY OF THE INVENTION
According to the present invention, there is provided a method of providing a virtual competition involving one or more actual sports, the method including the steps of: entering an entrant in the virtual competition; keeping a credit/debit account of virtual tokens associated with the entrant; allowing the entrant to enter a personal result of a performance by the entrant in an actual sport of the virtual competition; storing the entered personal result for viewing only by the entrant without debiting a virtual token from the entrant's account; allowing the entrant to indicate whether the entrant wishes to publicly record the stored personal result in the virtual competition; if the entrant wishes to publicly record the stored personal result, debiting a virtual token from the entrant's account, publicly recording the stored personal result, ranking the publicly recorded result against other publicly recorded results of other entrants in the actual sport, and allowing all entrants in the virtual competition to view the publicly recorded result and its ranking.
The method can further include the step of receiving payment for crediting virtual tokens to the entrant's account.
The method can further include the step of allowing virtual tokens to be purchased by or on behalf of the entrant for crediting to the entrant's account.
The method can further include the step of displaying advertising during the virtual competition.
The method can further include the step of receiving payment for the advertising.
The method can further include the step of displaying maps relating to the actual sports.
The method can further include the step of allowing the entrant to challenge another entrant to beat the publicly recorded result of the entrant in the actual sport.
The method can further include the step of debiting a virtual token from the challenging entrant's account, and crediting the debited virtual token to the challenged entrant's account to enable the challenged entrant to publicly record a personal result to complete the challenge.
The one or more actual sports can be selected from running, swimming, cycling, and combinations thereof. The present invention also provides a computer-readable medium storing a computer program implementing the above method.
BRIEF DESCRIPTION OF THE DRAWINGS
The invention will be further described by way of example only with reference to the accompanying drawings, in which:
Figure 1 is a flow diagram of a method of providing a virtual sports competition of one embodiment of the invention; and Figures 2 to 13 are example screens generated by computer software implementing the method.
DETAILED DESCRIPTION
Figure 1 illustrates a method 100 of providing a virtual competition involving one or more actual sports according to one embodiment of the invention. The virtual competition is a virtual multi-sport competition, for example, a virtual triathlon having actual run, swim and cycle legs. The virtual competition may also be implemented for other single or multiple different actual sports. The method 100 is implemented in client-server software running in a client-server computing system. The virtual triathlon is hosted by a web server which is accessed over the Internet by entrants via clients, for example, personal computers, web-enabled mobile phones, personal digital assistants, etc. The server has an associated database for storing data relating to the virtual triathlon.
Figure 2 is an example screen of the software summarising the virtual triathlon. The actual run, swim and cycle legs of the virtual triathlon are performed by entrants physically separately from one another in their own time over a predetermined period, for example, six weeks. The actual run, swim, and cycle legs are performed, for example, in and/or around a sports centre, or at one or more gymnasiums. The actual run and cycle legs are performed using actual sports equipment over physical courses and/or on running and cycling machines. Performance of the actual legs by entrants is supervised by staff of the sports centre/gymnasium, and entrants' results for the legs are verified by the staff.
The method 100 starts at step 110 by entering personal details of entrants and creating entrant profiles that include, for example, age, gender, address, etc. Figure 3 is an example screen of an entrant's profile. The entrants' profiles also include physiological information, for example, weight. Based on their profiles, the entrants are grouped into groups, for example, International Triathlon Union (ITU) age groups, ITU weight groups, etc. Based on their profiles, entrants are also grouped in teams, for example, elite, club and corporate teams in male, female and mixed groups.
The method then moves to step 120 by keeping a credit/debit account of virtual tokens associated with each entrant. Figure 4 is an example screen of a virtual token account of an entrant showing the crediting and debiting of virtual tokens. Each virtual token represents a credit available to an entrant to use to publicly record a personal result of their performance in an actual leg of the virtual triathlon. The public recording of results by entrants is described in further detail below. Virtual tokens are purchased by or on behalf of entrants for crediting to their accounts. For example, virtual tokens are directly purchased by entrants, for example, as part of an entry fee, or by on-line credit card payments during the virtual triathlon. Alternatively, virtual tokens are purchased on behalf of entrants, for example, by sponsors or partners of the virtual triathlon who purchase blocks of virtual tokens that are subsequently credited to individual entrants.
Next, the method 100 moves to step 130 by allowing entrants to enter personal results, for example elapsed times, of their performances in the actual legs of the virtual triathlon.
Figure 5 is an example screen prompting an entrant to enter a personal result for the run leg of the virtual triathlon. The entrant is also able to add notes and brags to the entered personal result. At step 140, the entered personal result and accompanying note/brag is stored by the server on the database for personal viewing only by the entrant without debiting a virtual token from the entrant's account. Figure 6 is an example screen showing five stored personal results of the entrant for five different performances of the run leg by the entrant. The stored personal results are a personal (or private) record of the entrant's performances that are only viewable by the entrant.
The method then moves to step 150 by allowing the entrant to indicate whether the entrant wishes to publicly record a selected personal result in the virtual triathlon by clicking a check box next to the selected personal result, as shown in Figure 6. If the entrant does wish to publicly record a selected personal result, the method moves to step 160 where a virtual token is debited from the entrant's account as shown in Figure 4, and the selected personal result is publicly recorded, as well as dynamically ranked against other publicly recorded results of other entrants in the virtual competition. The publicly recorded result and its ranking are then viewable by all entrants on an event leader board, as shown in the example screen of Figure 7. The event leader board is dynamically updated each time the entrant elects to publicly record a personal result by debiting a virtual token. As illustrated by the example screens of Figures 8 to 12, entrants are also able to view leader boards showing publicly recorded results, rankings and cumulative times of entrants within groups and overall for legs of the virtual triathlon, as well as cumulative times and rankings for all three legs.
As shown in the example screen of Figure 7, advertising is displayed during the virtual triathlon, and payment is received for the advertising from, for example, sponsors of the virtual triathlon. Maps relating to the actual run, swim, and cycle legs are also displayed during the virtual triathlon, as shown in the example screen of Figure 13. The maps are provided by, for example, a web mapping service application, and show maps of physical courses of actual run, swim, and cycle legs and/or the physical location of the sports centre/gymnasium where they can be performed.
In addition to recording time results, entrants are able to record physiological information and satellite navigation information relating to their performance of the actual run, swim, and cycle legs in the database of the server. The physiological information is, for example, heart rate information collected by entrants using heart rate monitor watches. The satellite navigation information is, for example time, location, elevation, speed, etc, collected by entrants during the running and cycling legs using satellite navigation loggers, for example, global positioning satellite (GPS) track sticks. Entrants are able to manipulate, view, and interact with their recorded physiological information and satellite navigation information in the virtual competition environment that is created during the virtual triathlon. For example, entrants are able to view their recorded satellite navigation information of individual entrants on maps relating to actual courses of the run, swim, and cycle legs.
Entrants are also able to interact with one another in the virtual competition environment. For example, entrants are able to invite other entrants to form teams. In addition, entrants are able to challenge other entrants to beat their publicly recorded times in the actual run, swim, and cycle legs. To enhance the competitive nature of the virtual triathlon, a challenging entrant is able to issue a challenge to a challenged entrant with a "challenge reply" virtual token that is debited from the challenging entrant's account. The "challenge reply" virtual token is credited to the account of the challenged entrant, who then uses it to complete the challenge by publicly recording a challenge time result that is compared against the original publicly recorded result of the challenging entrant.
Entrants, sponsors and partners of the virtual triathlon are able to submit, access, manipulate and interact with other types of information in the virtual competition environment, for example, training information, skills information, equipment information, health information, and diet information to assist entrants participation in the virtual triathlon. Photos, videos and social networking information are also presented in the virtual competition environment to enhance entrants' social enjoyment of the virtual triathlon.
It will be appreciated that embodiments of the invention break down barriers to participation in actual sports competitions, while still providing the health and social benefits of competitive participation in actual sports.
The embodiments have been described by way of example only and modifications are possible within the scope of the invention disclosed.

Claims

1. A method of providing a virtual competition involving one or more actual sports, the method including the steps of: entering an entrant in the virtual competition; keeping a credit/debit account of virtual tokens associated with the entrant; allowing the entrant to enter a personal result of a performance by the entrant in an actual sport of the virtual competition; storing the entered personal result for viewing only by the entrant without debiting a virtual token from the entrant's account; allowing the entrant to indicate whether the entrant wishes to publicly record the stored personal result in the virtual competition; if the entrant wishes to publicly record the stored personal result, debiting a virtual token from the entrant's account, publicly recording the stored personal result, ranking the publicly recorded result against other publicly recorded results of other entrants in the actual sport, and allowing all entrants in the virtual competition to view the publicly recorded result and its ranking.
2. A method according to claim 1, further including the step of receiving payment for crediting virtual tokens to the entrant's account.
3. A method according to claim 1 or 2, further including the step of allowing virtual tokens to be purchased by or on behalf of the entrant for crediting to the entrant's account.
4. A method according to any preceding claim, further including the step of displaying advertising during the virtual competition.
5. A method according to claim 4, further including the step of receiving payment for the advertising.
6. A method according to any preceding claim, further including the step of displaying maps relating to the actual sports.
7. A method according to any preceding claim, further including the step of allowing the entrant to challenge another entrant to beat the publicly recorded result of the entrant in the actual sport.
8. A method according to claim 7, further including the step of debiting a virtual token from the challenging entrant's account, and crediting the debited virtual token to the challenged entrant's account to enable the challenged entrant to publicly record a personal result to complete the challenge.
9. A method according to any preceding claim, wherein the one or more actual sports are selected from running, swimming, cycling, and combinations thereof.
10. A computer-readable medium storing a computer program implementing a method according to any preceding claim.
PCT/AU2008/000336 2007-03-13 2008-03-12 Virtual sports competitions WO2008109940A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
AU2007901306A AU2007901306A0 (en) 2007-03-13 Virtual multisport competitions
AU2007901306 2007-03-13

Publications (1)

Publication Number Publication Date
WO2008109940A1 true WO2008109940A1 (en) 2008-09-18

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Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001007130A1 (en) * 1999-07-21 2001-02-01 Deutsche Telekom Ag Method for holding virtual competitions over telecommunication networks, especially the internet
WO2002022224A1 (en) * 2000-09-13 2002-03-21 Dark Blue Sea Pty Ltd A system and method for simulating ownership and management of a sporting contestant
US20050049731A1 (en) * 2004-07-30 2005-03-03 Terry Dell Interactive wagering contest method and system
US20060046807A1 (en) * 2004-08-24 2006-03-02 Sanchez Jose A Fantasy sports live

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2001007130A1 (en) * 1999-07-21 2001-02-01 Deutsche Telekom Ag Method for holding virtual competitions over telecommunication networks, especially the internet
WO2002022224A1 (en) * 2000-09-13 2002-03-21 Dark Blue Sea Pty Ltd A system and method for simulating ownership and management of a sporting contestant
US20050049731A1 (en) * 2004-07-30 2005-03-03 Terry Dell Interactive wagering contest method and system
US20060046807A1 (en) * 2004-08-24 2006-03-02 Sanchez Jose A Fantasy sports live

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