US20120052932A1 - Play along sports game - Google Patents

Play along sports game Download PDF

Info

Publication number
US20120052932A1
US20120052932A1 US12/807,075 US80707510A US2012052932A1 US 20120052932 A1 US20120052932 A1 US 20120052932A1 US 80707510 A US80707510 A US 80707510A US 2012052932 A1 US2012052932 A1 US 2012052932A1
Authority
US
United States
Prior art keywords
game
fans
drive
play
outcome
Prior art date
Legal status (The legal status 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 status listed.)
Abandoned
Application number
US12/807,075
Inventor
Sami Yunus
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
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
Application filed by Individual filed Critical Individual
Priority to US12/807,075 priority Critical patent/US20120052932A1/en
Publication of US20120052932A1 publication Critical patent/US20120052932A1/en
Abandoned legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • This invention relates generally to the field of sports games, and more particularly, to a system and method for following and playing along with sports games.
  • fantasy games often utilize end-of-game statistics that are computed or determined after all the day's sports games have concluded and then the fantasy game is updated. Furthermore, many fantasy games lack play-by-play involvement and scoring of the fans' games. Therefore, a need exists for a fan-based game that allows fans to actively play along with a sports game and be fully engaged with each portion of the sports game.
  • Embodiments of the present invention described and claimed herein address at least some of the foregoing limitations and problems by providing a game that allows fans to play along as their favorite sports teams (or individuals) compete.
  • fans choose to watch a particular sports game, such as a National Football League professional football game, and score points themselves as the professional teams battle it out on the gridiron.
  • fan(s) score points in their play along game based on the results of the drive.
  • another type of game is selected as the particular underlying game.
  • the fans' point totals change based on actions in the underlying game; thereby keeping fans engaged in the underlying game as it progresses while adding an additional level of play and excitement via the play-along-game.
  • the number of fans playing in the play along game can be reduced at certain times (such as at the end of a quarter) and additional scoring options can be utilized (such as bonus chips).
  • FIG. 1 illustrates an exemplary embodiment of a play along game in which fans play a game in combination with a sports game being played by others;
  • FIG. 2 illustrates an exemplary embodiment of a system for implementing a play along game
  • FIG. 3 illustrates an exemplary embodiment of a screen on a mobile device displaying a play along game
  • FIG. 4 illustrates an exemplary embodiment of a computing system useful in implementations of the described technology.
  • a play along sports game can be employed with various sports games including, but not limited to, American football, hockey, tennis, rugby, basketball, soccer, baseball, cricket, etc., and including variations of the above (e.g., Canadian football).
  • a football game is commonly used herein as an exemplary Sports Game, other sporting games can be substituted.
  • a football game is made up of plays that are grouped in drives. If other sporting events are utilized with the play along game, then other events can constitute plays and drives.
  • four fans play along with an American professional NFL football game. Before the Sports Game begins, the fans are either randomly assigned (by a computing device or other means), or self-select, a starting order of one through four. In another embodiment, the play along game can start after the Sports Game begins. Fan 1 chooses from four drive outcome options: touchdown, field goal, turn over (including fourth-down turnover, interception, fumble, take-away and safety), or punt. Fan 2 then selects one of the remaining three options. Fan 3 then selects one of the two remaining options and Fan 4 receives the remaining fourth option.
  • the four drive outcome options are worth the following points when they occur: touchdown is worth seven points, field goal is worth three points, turn over is worth 5 points, and punt is worth one point.
  • other drive outcome options are selected and/or other point values can be assigned.
  • the fans choose the drive outcome options assigned to them for the given drive of the Sports Game.
  • a computing device or some other method could be used to assign the drive outcome options to each fan automatically, based on a rotating, pre-set order; randomly; or based on other criteria.
  • the football Sports Game commences and after the first drive, the fan who has the drive outcome option that matches the outcome of the drive in the football game receives the corresponding points. For example, if the first drive of the Sports Game results in a touchdown and Fan 1 has the touchdown drive outcome option, then Fan 1 receives seven points.
  • drive outcome options are once again assigned to the fans (either by fan selection, i.e., Fan 2 selects from the available options, followed by Fan 3 , Fan 4 and then Fan 1 , rotating each time another drive is about to begin; or by some other method or automated means).
  • the outcome of a drive could result in no points being awarded to a fan in the play along game. For example, if a drive results in a field goal attempt and the field goal is missed, no points are awarded to any fans, even the one holding the field goal drive outcome option. Alternatively, regardless of whether the field goal is made or missed, the fan holding the field goal drive outcome option is awarded three points whenever a drive ends with a field goal attempt. In yet another embodiment, a missed/blocked field goal is treated as a turn over and the fan holding the turn over drive outcome option is awarded points. A field goal that is blocked could also be a “bonus chip” situation in still another embodiment (see bonus chips below).
  • the lowest scoring fan is eliminated from the play along game at halftime.
  • the two lowest scoring fans are eliminated at halftime (or one after the first quarter and the second at halftime).
  • no fans are eliminated from play at half time. If one fan is eliminated, the first fan to select (or be assigned) a drive outcome option for a given drive can select (or be assigned) two of the four drive outcome options; with each of the remaining fans assigned (or chosen by the fan) one of the two remaining drive outcome options. If two fans are eliminated, each of the two remaining fans can select (or be assigned) two of the drive outcome options for any given drive.
  • a second fan can be eliminated at the end of the third quarter.
  • five fans play along and one fan is eliminated at the end of each quarter.
  • the remaining fans can split the drive outcome options as discussed above, or each fan can only receive one drive outcome option for a given drive, regardless of the number of fans playing along with the Sports Game. If the number of fans is more than the number of drive outcome options, additional drive outcome options can be created or more than one fan can be assigned the same drive outcome option.
  • a two-point conversion bonus chip can be employed.
  • the bonus chip is held by a fan and whenever a two-point conversion occurs, the player holding the chip receives a predetermined number of bonus points.
  • There are various methods for choosing which fan holds the chip including: random selection, current low scorer, computer-assigned, the player currently in position four, formulaic assignment, etc.
  • a kick-return bonus chip can be employed. As above, various methods can be used for determining which fan holds the chip, including each fan holding the chip for their quarter (Fan 1 holds for quarter 1 , Fan 2 quarter 2 , etc.).
  • the chip provides a set number of bonus points to the fan who is holding the chip when a punt or kickoff is returned for a touchdown by the receiving team on the same play.
  • Any type of bonus chip option(s) can be utilized in the play along game or not, as desired; and assignment of the chip(s) to the fans can be automated, based on preselected criteria, chosen by the fans, rotated, or it can be random.
  • bonus chips can be employed as another game-enhancement option. For example, somewhat rare events like blocked field goal attempts can be assigned a bonus chip and point value. The fan holding such a bonus chip when the rare event occurs in the game would receive the associated points. These bonus chips can be assigned to a fan randomly, selected by fans, assigned via one or more formulas, etc. In another embodiment, extra scoring opportunities such as bonus chips are assigned to the lowest scoring fan(s) as the game progresses in order to give them a chance to win the play along game.
  • Bonus chips can be ‘played’ by the fan holding the chip. If this occurs, then the chip is ‘in play’ for a given time period (e.g., for the current play, drive, quarter, next five minutes, etc.). Once a chip is played in such a manner it can be permanently removed from the game, or it can be brought back in to the game at some future time.
  • Other variations on the use of bonus chips are contemplated, including (for example, and not by way of limitation): chance bonus chips, controlled bonus chips, random bonus chips, strategic bonus chips, low scorer(s) bonus chips, etc.
  • Embodiments of the play along game can include versions which are for fans at different experience levels, for example: beginner, intermediate, advanced, etc.
  • the assignment of drive outcome options could be automated and no bonus chips used.
  • An intermediate level game could be played with automated assignments but utilizing bonus chip options.
  • An advanced embodiment could include manual selection of drive outcome options and advanced bonus chip play.
  • a simple embodiment can require that if a scoring event occurs in the sports game as part of an interception/fumble/take-away play, then only the initial interception/fumble/take-away result is counted as an end of the current drive outcome option.
  • both the initial interception/fumble/take-away and the scoring event that occurred on the same play result in points being awarded to the fans; in this scenario, two drive outcome options receive points for a given end-of-drive. If, however, the interception/fumble/take-away only results in a change of possession, the score for a turn-over is given and a new drive commences.
  • a fan could receive points for an interception/fumble/take-away and if a second scoring event occurs on the same play (e.g., a touch down), a second set of points could be awarded.
  • the second set of points would be awarded not to the fan who held the associated drive outcome option during the interception/fumble/take-away, but to the fan who was automatically assigned it when the interception/fumble/take-away occurred. Because of the speed at which such an event is likely to occur, automated assignment of drive outcome options would be most advantageous in such scenarios (although predetermined assignment could be worked out). Furthermore, because of the possibility of intervention and cancellation of game events by the officials, such detailed play rules would best be handled through automated scoring and assignment of drive outcome options.
  • the fan with the highest score is the winner of the play along game. If the sports game goes into overtime, the play along game can continue as well. For example, if a football game goes into overtime, it could be considered just an extension of the fourth quarter. In other embodiments, the play along game ends at the end of regulation play and a new game can be played during overtime. Ties at the end of quarters or at the end of the game (or at other time periods) can be settled in various ways. In one embodiment, if two or more fans are tied for low-score and a fan needs to be removed from the game, the fans each choose a number and a computing device (or other means) randomly selects a number; the fan with the closest number is selected to remain in the game.
  • fans are tied for highest score, the fan with the chosen number closest to the selected number is regarded as the winner.
  • Other means for determining a tie-breaker are contemplated, including: having the fans preselect the scores of the teams at the end of each quarter and the player with the guess closest to the actual outcome is selected, etc.
  • a play along sports game could be played in a bar, restaurant or other establishment.
  • gifts can be associated with events (such as a free appetizer to the high point holder at halftime, etc.).
  • betting by the fans and/or spectators can be associated with a play along sports game. A number of scenarios are contemplated.
  • FIG. 1 illustrates an exemplary embodiment of a play along game 100 in which fans play a game in combination with a sports game being played by others.
  • the processes shown in FIG. 1 include: Selecting a Particular Sports Game 102 , Assigning Drive Outcome Options to Fans 104 , Fans Experiencing Sports Game and Playing Along as a Drive Begins 106 , Ending the Drive 108 , Assigning Drive Outcome Option Points to Fans 110 , Testing Special Options 112 , Determining If the Game Continues 114 , and Ending the Game 116 .
  • the process of “Selecting a Particular Sports Game” 102 involves the fans choosing a particular sports game to watch or listen to via a television, radio, computer display, mobile device, live, etc.
  • a play along sports game can be employed with various sports games including, but not limited to, American football, hockey, tennis, rugby, basketball, soccer, baseball, cricket, etc., and including variations of the above (e.g., Canadian football, arena football, etc.).
  • any level of sports games can be associated with a play along game, including (for example, and not by way of limitation): professional, minor leagues, college, high-school, middle-school, elementary-school, and even youth leagues or informal games unassociated with any league.
  • four fans select an American professional NFL football game: The Broncos vs. The Raiders with which to play along. If the play along game is going to be administered via a central game processing device (see FIG. 2 and descriptions below), the fans would sign in to the central game processing device and be assigned a unique group name as part of process 102 .
  • the process of “Assigning Drive Outcome Options to Fans” 104 can be accomplished in an automated fashion or it can be done manually. If the former, a computing device (such as a computer, mobile phone, etc.) randomly assigns possible drive outcome options to the fans. If the latter, then the fans select the drive outcome options. In another embodiment, some predetermined criteria/formula is used by the computing device or the fans to assign the drive outcome options. If the “Assigning Drive Outcome Options to Fans” process 104 is to be performed manually, then the fans self-select a starting order and assign drive outcome options. Continuing the above example, Fan 1 chooses the touchdown option. Fan 2 then selects the field goal option. Fan 3 then selects the turn-over option and Fan 4 receives the remaining punt option.
  • a computing device such as a computer, mobile phone, etc.
  • the process of “Fans Experiencing Sports Game and Playing Along as a Drive Begins” 106 involves the fans experiencing (e.g., watching and/or listening to) the Sports Game—in our example, The Broncos vs. The Raiders football game—and playing along with the Sports Game (for example, by cheering for their assigned drive outcome option to occur as play begins).
  • the process of “Ending the Drive” 108 is two-fold. First, the drive in the Sports Game itself comes to an end on its own. Then, the play along sports game recognizes that the drive is over and enters an end-of-drive state wherein it determines the effect of the outcome of the Sports Game drive on the play long game. This process can be handled manually by the fans as well.
  • the drive ends with a touchdown by the offense. In another embodiment, this initial drive ends when a pass is intercepted by the defense and they run it back for a touchdown. In this embodiment, the drive can be considered to end immediately when the interception occurs (resulting in a turn-over drive outcome option occurring) and a second drive begins at the same time, wherein the second drive ends with the touchdown by the defense.
  • an automated assignment of drive outcome options would likely prove useful as there may not be enough time between the interception and the touchdown for manual assignment of drive outcome options to occur.
  • the initial drive could continue through the conclusion of the down in which the interception occurs, causing the drive outcome options of a turn-over and a touchdown to be awarded.
  • the process of “Assigning Drive Outcome Option Points to Fans” 110 involves determining which fan (or fans) was previously assigned (or self-selected) the drive outcome option(s) that occurred in the Sports Game, determining how many points are appropriate, and then adding those points to the selected fan's (or fans') previous point total(s).
  • Fan 2 has the field goal drive outcome option and looks up the associated point value, which in this case is three points. Since this is the first drive of the game, the fans each have a previous point total of zero, so the play along sports game assigns a total of three points to Fan 2 while the other fans remain at zero.
  • the process of “Testing Special Options” 112 can involve a number of sub-processes, including: determining if a quarter/half has ended and taking end-of-quarter/end-of-half actions, determining if any bonus chip(s) is/are in play and assigning appropriate points (e.g., two-point conversion bonus chip, kick return bonus chip, random bonus chip, assigned bonus chip, etc.), etc. Additionally, the process 112 can also account for multiple drive outcome options occurring in one down and ensures they were properly scored in the “Assigning Drive Outcome Option Points to Fans” process 110 . Thus, process 112 can embody error checking, and testing of special occurrences such as officials interceding in the underlying Sports Game. In other Sports Games, the process of “Testing Special Options” 112 can involve many other sub-processes to account for the variations in the underlying Sports Games.
  • the process of “Determining if the Game Continues” 114 involves determining if the Sports Game has ended or if another drive is about to commence. If the former, then the “Ending the Game” 116 process is enacted, if the latter, then the “Assigning Drive Outcome Options to Fans” 104 process is enacted and the processes are repeated as above. As part of process 114 , determination of whether the Sports Game is progressing into overtime (or any form of extended play) and whether the associated play along game will be continued should occur. Furthermore, process 114 also encompasses the ability of the play along game to end at any time, regardless of whether the Sports Game has ended or not.
  • Fan 1 is selected as the game administrator and chooses to end the game at half-time by activating an End-of-Game option.
  • the process of “Determining if the Game Continues” 114 interprets this action and enacts the “Ending the Game” 116 process.
  • process of “Determining if the Game Continues” 114 can include the option of pausing the play along game.
  • process 114 can resume the status of the drive outcome options and fans as they were when the game was paused, or it can enact the “Assigning Drive Outcome Options to Fans” 104 process and play resumes from a new state.
  • process 114 can enact the “Ending the Game” 116 process or the Sports Game could have been paused concurrently with the play along game and both could resume from the point they were at when initially paused.
  • the process of “Ending the Game” 116 involves determining which fan has the highest point total and selecting that fan as the winner. If a tie has resulted, any of a number of tie-breaking processes can be employed to determine the winner (a non-exhaustive list of some examples is described above). Additional end-of-game sub-processes can be enacted including awarding the winner a prize, sending game data to a central repository, updating rankings, etc.
  • FIG. 2 illustrates an exemplary embodiment of a system for implementing a play along game 200 .
  • the system includes at least the following components: an initiating device 220 , a play along game processing device 230 , and a Sports Game experience 260 .
  • an advertising/promotional device 240 and a play-by-play device 250 can be incorporated. If the game processing device 230 , the advertising/promotional device 240 and the play-by-play device 250 are computing devices, it may be useful for one or more associated database devices to be connected thereto: a first database device 235 , a second database device 245 , and a third database device 255 , respectively. It should be understood that with today's processing devices, one or more devices and/or components can be incorporated into a single device.
  • the initiating device 220 can comprise a number of different devices, including: a telephone 222 , a mobile device 224 , a computing device 226 , a laptop/notebook 228 , etc. Although not shown in FIG. 2 , the initiating device 220 could be as simple as a notepad or scorecard on which the fans keep score manually.
  • each fan would need to call in to a central game processing device 230 (such as a computer server) and enter in their information using either an interactive voice response system (utilizing either a computer or a person) or an “option associated with a number” keypad system. In this way, fans could enter in their name, fan number, game number, group number, password(s), codes, drive selections, bonus chip selections, tie-breaking information, etc.
  • a central game processing device 230 such as a computer server
  • fans could enter in their name, fan number, game number, group number, password(s), codes, drive selections, bonus chip selections, tie-breaking information, etc.
  • each fan could connect to a central game processing device 230 (such as a computer server) and enter in their information.
  • a central game processing device 230 such as a computer server
  • fans could either enter information as they would using the telephone 222 as described above, or they could have a much more interactive, streamlined, and speedy interaction.
  • a pre-loaded software application could be installed on a mobile device 224 allowing a fan to connect to the central game processing device 230 and automatically have their name, fan number, password(s), etc. uploaded.
  • fans could type in information quickly rather than using an interactive voice response system or an “option associated with a number” keypad system.
  • the mobile device 224 can be a mobile cellular phone or a dedicated device (made available by a bar, restaurant, or at the live Sports Game itself). Fans could be assigned to preexisting groups, select their own groups, or be organized into new groups.
  • the central game processing device 230 could communicate with one another, then the initiating device(s) 220 would not need to communicate with a central game processing device 230 . In another implementation, only one initiating device 220 is used by all the fans.
  • the capabilities and interactions associated with an advanced mobile device 224 can be quite similar to a computing device 226 or a laptop/notebook device 228 .
  • the initiating device 220 is to be either a computing device 226 or a laptop/notebook device 228 , the fan experience can be significantly enhanced over a basic telephone 222 or mobile device 224 .
  • Each initiating device 220 could still connect to a central game processing device 230 (such as a computer server). However, once connected, fans using a computing device 226 or a laptop/notebook device 228 could have an interactive, streamlined, and speedy experience interacting with the game processing device 230 .
  • a pre-loaded software application could be installed allowing a fan to have their name, fan number, password(s), etc. uploaded automatically. Additionally, fans could access the central game processing device 230 using a web browser or similar application, thereby foregoing installation of stand-alone software. Because of the relatively large screen size afforded by either a computing device 226 or a laptop/notebook device 228 , fans could receive significantly more information, advertising, promotions, Sports Game information, statistics, etc. than could a fan using either a telephone 222 or a mobile device 224 . In fact, some Sports Games are already made available to computing devices over the Internet and such could be incorporated onto the screen of a computing device 226 or a laptop/notebook device 228 .
  • the central game processing device 230 when the play along game is being administered manually, the central game processing device 230 comprises the mind(s) of one or more of the fans following the game rules and assigning appropriate points as a result of each drive outcome.
  • the central game processing device 230 comprises a computing device (possibly with an associated database device 235 ) that accepts inputs from the initiating devices 220 as well as play-by-play information either entered manually (by the fan(s) or otherwise), or entered automatically through connection with a play-by-play device 250 that feeds information in a standardized format about each play to the central game processing device 230 .
  • the play-by-play device 250 can communicate information concerning all the plays in a drive or just totaled drive-level information to the central game processing device 230 at the end of each drive.
  • the functions of the central game processing device 230 are not centralized at all, but rather are distributed to each initiating device 220 such that each device can accomplish the tasks of the central game processing device 230 .
  • each initiating device 220 would either allow for manually entering play-by-play or drive-level information or would be able to connect to the play-by-play device 250 to receive the information automatically.
  • a subset of the initiating devices 220 could handle the functions of the central game processing device 230 .
  • the central game processing device 230 could comprise or be associated with any of the social networking sites such as Facebook, MySpace, etc.
  • the play along game could be administered through the social networking site(s) so fans could play using the site(s) as a platform.
  • the sites could also be sources for downloading any required software.
  • the play-by-play device 250 when the play along game is being administered manually, the play-by-play device 250 comprises the mind(s) of one or more of the fans following the Sports Game and providing the play-by-play or drive-level information manually to the play along game.
  • the play-by-play device 250 comprises a computing device (possibly with an associated database device 255 ) that automates the processing and communication of play-level and/or drive-level information.
  • An advertising/promotional device 240 can also be incorporated in the system.
  • Such a device can comprise a computing device (possibly with an associated database device 245 ) that is configured to serve advertising and/or promotion information to the central game processing device 230 .
  • the advertising/promotional device 240 can communicate directly with the individual initiating devices 220 (or through the central game processing device 230 ) so that advertising and/or promotional materials can be displayed or otherwise communicated by the initiating devices 220 .
  • an advertising/promotional device 240 can comprise preprinted information on cards that are used by fans to manually participate in the play along game.
  • a Sports Game experience 260 can comprise any medium that communicates the necessary information from a Sports Game to the fans.
  • the Sports Game experience 260 can be a television displaying the Sports Game for the fans to watch and/or listen to.
  • the Sports Game experience 260 can be a radio receiving and playing audio coverage of a Sports Game.
  • the Sports Game experience 260 can comprise coverage of a Sports Game that is sent over the Internet or another communications network, either through a central game processing device 230 , directly to initiating device(s) 220 , or via some other computing device.
  • the Sports Game experience 260 can comprise the information experienced by the fans attending a live Sports Game.
  • FIG. 3 illustrates an exemplary embodiment of a screen on a mobile device displaying a play along game 370 .
  • the mobile device 370 comprises a frame 372 and a screen 373 . Displayed on the screen 373 is an exemplary embodiment of a play along game in progress.
  • a title bar 374 displaying, in this example, the title “CTD”.
  • a game information bar 375 displaying information about the Sports Game associated with the current play along game; in this example, the game information bar 375 is displaying “Team 1 vs. Team 2 ”.
  • In the center of the display is a header row 376 that serves to explain the information displayed in the fan info box 377 . In this example, the header row 376 displays “Name Score Option”.
  • the fan info box 377 is used to display information about the current play along game, especially information associated with the fans that are playing.
  • the fan info box 377 shows that the first fan is named “Rick”, he has a score of “8”, and he is currently assigned the “TouchDown” drive outcome option.
  • the remaining fans are named “Eric, James and Eddy” and they have respective scores of “13, 11, and 7” and are assigned respective drive outcome options of “FieldGoal, Punt, and Turn Over”.
  • a game info box 379 that can be used to display other information about the Sports Game and/or the play along game as well as advertising or promotional information. In the example illustrated in FIG.
  • the components discussed above could be placed in other configurations or even not shown, and/or other information could be displayed.
  • FIG. 4 illustrates an exemplary embodiment of a computing system 480 useful in implementations of the described technology.
  • a general purpose computer system 480 is capable of executing a computer program product to execute a computer process. Data and program files may be input to the computer system 480 , which reads the files and executes the programs therein.
  • Some of the elements of a general purpose computer system 480 are shown in FIG. 4 wherein a processor 481 is shown having an input/output (I/O) section 482 , a Central Processing Unit (CPU) 483 , and a memory section 484 .
  • I/O input/output
  • CPU Central Processing Unit
  • processors 481 there may be one or more processors 481 , such that the processor 481 of the computer system 480 comprises a single central-processing unit 483 , or a plurality of processing units, commonly referred to as a parallel processing environment.
  • the computer system 480 may be a conventional computer, a distributed computer, or any other type of computer.
  • the described technology is optionally implemented in software devices loaded in memory 484 , stored on a configured DVD/CD-ROM/OPTICAL DISC 491 or storage unit 487 , and/or communicated via a wired or wireless network link 489 on a carrier signal, thereby transforming the computer system 480 in FIG. 5 into a special purpose machine for implementing the described operations.
  • the I/O section 482 is connected to one or more user-interface devices (e.g., a keyboard 486 and a display unit 485 ), a disk storage unit 487 , and a disk drive unit 490 .
  • the disk drive unit 490 is a DVD/CD-ROM/OPTICAL drive unit capable of reading the DVD/CD-ROM/OPTICAL DISC medium 491 , which typically contains programs and data 492 .
  • Computer program products containing mechanisms to effectuate the systems and methods in accordance with the described technology may reside in the memory section 484 , on a disk storage unit 487 , or on the DVD/CD-ROM/OPTICAL medium 491 of such a system 480 .
  • a disk drive unit 490 may be replaced or supplemented by a floppy drive unit, a tape drive unit, or other storage medium unit.
  • the network adapter 488 is capable of connecting the computer system to a network via the network link 489 , through which the computer system can receive instructions and data embodied in a carrier wave. Examples of such systems include SPARC systems offered by Sun Microsystems, Inc., personal computers offered by Dell Corporation and by other manufacturers of personal computers, Apple-based computing systems, ARM-based computing systems and other systems running a UNIX-based or other operating system. It should be understood that computing systems may also embody devices such as Personal Digital Assistants (PDAs), mobile phones, gaming consoles, set top boxes, etc.
  • PDAs Personal Digital Assistants
  • the computer system 480 When used in a LAN-networking environment, the computer system 480 is connected (by wired connection or wirelessly) to a local network through the network interface or adapter 488 , which is one type of communications device.
  • the computer system 480 When used in a WAN-networking environment, the computer system 480 typically includes a modem, a network adapter, or any other type of communications device for establishing communications over the wide area network.
  • program modules depicted relative to the computer system 480 or portions thereof may be stored in a remote memory storage device. It is appreciated that the network connections shown are exemplary and other means of, and devices for, establishing a communications link between the computers may be used.
  • software instructions and data directed toward implementing a play along sports game and other operations may reside on disk storage unit 487 , disk drive unit 490 or other storage medium units coupled to the system (directly and/or through a network interface 488 ). Said software instructions may also be executed by CPU 483 .
  • the embodiments of the invention described herein can be implemented as logical steps in one or more computer systems.
  • the logical operations of the present invention are implemented (1) as a sequence of processor-implemented steps executing in one or more computer systems and/or (2) as interconnected machine or circuit modules within one or more computer systems.
  • the implementation is a matter of choice, dependent on the performance requirements of the computer system implementing the invention. Accordingly, the logical operations making up the embodiments of the invention described herein may be referred to variously as processes, operations, steps, objects, or modules.
  • logical operations may be performed in any order, unless explicitly claimed otherwise or a specific order is inherently necessitated by the claim language.

Abstract

A game that allows fans to play along as their favorite sports teams (or individuals) compete is described. In one embodiment, fans choose to watch a particular sports game, such as a NFL professional football game, and score points themselves as the teams play. For each drive in the football game, fan(s) score points in their play along game based on the results of the drive. In another embodiment, another type of game is selected as the particular underlying game. As a game progresses, fans' point totals change based mainly on actions in the underlying game; thereby keeping fans engaged in the underlying game as it progresses while adding an additional level of play and excitement via the play-along-game. In other embodiments, additional scoring options can be added and the number of fans playing in the play along game can change as the game progresses.

Description

    TECHNICAL FIELD
  • This invention relates generally to the field of sports games, and more particularly, to a system and method for following and playing along with sports games.
  • BACKGROUND
  • There are many sports games that can be watched on television or via the interne or listened to over the radio or experienced online. Fans devote many hours each week to following the games. The fan experience can be passive, such as simply watching the game on television, or it can be more active, such as participating in a “fantasy baseball” league that uses the actions, results and statistics of players in various real games to determine the outcome of “fantasy games” being played virtually by the fans. Although such fantasy games can be active and participatory, they often fail to engage fans on a per-play level. One of the reasons for this is that such games often do not provide any means by which fans can actively make choices or participate as an individual sports game progresses. Instead, fantasy games often utilize end-of-game statistics that are computed or determined after all the day's sports games have concluded and then the fantasy game is updated. Furthermore, many fantasy games lack play-by-play involvement and scoring of the fans' games. Therefore, a need exists for a fan-based game that allows fans to actively play along with a sports game and be fully engaged with each portion of the sports game.
  • SUMMARY
  • Embodiments of the present invention described and claimed herein address at least some of the foregoing limitations and problems by providing a game that allows fans to play along as their favorite sports teams (or individuals) compete. In one embodiment, fans choose to watch a particular sports game, such as a National Football League professional football game, and score points themselves as the professional teams battle it out on the gridiron. For each drive in the football game, fan(s) score points in their play along game based on the results of the drive. In another embodiment, another type of game is selected as the particular underlying game. As the game progresses, the fans' point totals change based on actions in the underlying game; thereby keeping fans engaged in the underlying game as it progresses while adding an additional level of play and excitement via the play-along-game. In some embodiments, the number of fans playing in the play along game can be reduced at certain times (such as at the end of a quarter) and additional scoring options can be utilized (such as bonus chips).
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The aforementioned and other features and objects of the present invention and the manner of attaining them will become more apparent and the invention itself will be best understood by reference to the following descriptions of a preferred embodiment and other embodiments taken in conjunction with the accompanying drawings, wherein:
  • FIG. 1 illustrates an exemplary embodiment of a play along game in which fans play a game in combination with a sports game being played by others;
  • FIG. 2 illustrates an exemplary embodiment of a system for implementing a play along game;
  • FIG. 3 illustrates an exemplary embodiment of a screen on a mobile device displaying a play along game;
  • FIG. 4 illustrates an exemplary embodiment of a computing system useful in implementations of the described technology.
  • DETAILED DESCRIPTION
  • In the following discussion, numerous specific details are set forth to provide a thorough understanding of the present invention. However, those skilled in the art will appreciate that the present invention may be practiced without such specific details. Furthermore, lists and/or examples are often provided and should be interpreted as exemplary only and in no way limiting embodiments to only those examples.
  • A play along sports game can be employed with various sports games including, but not limited to, American football, hockey, tennis, rugby, basketball, soccer, baseball, cricket, etc., and including variations of the above (e.g., Canadian football). Although a football game is commonly used herein as an exemplary Sports Game, other sporting games can be substituted. Similarly, a football game is made up of plays that are grouped in drives. If other sporting events are utilized with the play along game, then other events can constitute plays and drives.
  • In one embodiment, four fans play along with an American professional NFL football game. Before the Sports Game begins, the fans are either randomly assigned (by a computing device or other means), or self-select, a starting order of one through four. In another embodiment, the play along game can start after the Sports Game begins. Fan 1 chooses from four drive outcome options: touchdown, field goal, turn over (including fourth-down turnover, interception, fumble, take-away and safety), or punt. Fan 2 then selects one of the remaining three options. Fan 3 then selects one of the two remaining options and Fan 4 receives the remaining fourth option.
  • In one embodiment, the four drive outcome options are worth the following points when they occur: touchdown is worth seven points, field goal is worth three points, turn over is worth 5 points, and punt is worth one point. In other embodiments, other drive outcome options are selected and/or other point values can be assigned.
  • In the embodiment described above, the fans choose the drive outcome options assigned to them for the given drive of the Sports Game. Alternatively, a computing device or some other method could be used to assign the drive outcome options to each fan automatically, based on a rotating, pre-set order; randomly; or based on other criteria. The football Sports Game commences and after the first drive, the fan who has the drive outcome option that matches the outcome of the drive in the football game receives the corresponding points. For example, if the first drive of the Sports Game results in a touchdown and Fan 1 has the touchdown drive outcome option, then Fan 1 receives seven points. Before the start of the second drive, drive outcome options are once again assigned to the fans (either by fan selection, i.e., Fan 2 selects from the available options, followed by Fan 3, Fan 4 and then Fan 1, rotating each time another drive is about to begin; or by some other method or automated means).
  • In some Sports Games, the outcome of a drive could result in no points being awarded to a fan in the play along game. For example, if a drive results in a field goal attempt and the field goal is missed, no points are awarded to any fans, even the one holding the field goal drive outcome option. Alternatively, regardless of whether the field goal is made or missed, the fan holding the field goal drive outcome option is awarded three points whenever a drive ends with a field goal attempt. In yet another embodiment, a missed/blocked field goal is treated as a turn over and the fan holding the turn over drive outcome option is awarded points. A field goal that is blocked could also be a “bonus chip” situation in still another embodiment (see bonus chips below). It is important to note that many additional events can occur in a football game without any resulting score being awarded to fans in the play along game, for example: the extra point after touchdown, time outs being taken by either team, fouls/penalties, etc. In other embodiments, point scores could be given for any such events.
  • In one embodiment, the lowest scoring fan is eliminated from the play along game at halftime. In another embodiment, the two lowest scoring fans are eliminated at halftime (or one after the first quarter and the second at halftime). In yet another embodiment, no fans are eliminated from play at half time. If one fan is eliminated, the first fan to select (or be assigned) a drive outcome option for a given drive can select (or be assigned) two of the four drive outcome options; with each of the remaining fans assigned (or chosen by the fan) one of the two remaining drive outcome options. If two fans are eliminated, each of the two remaining fans can select (or be assigned) two of the drive outcome options for any given drive.
  • If one fan is eliminated at half time, a second fan can be eliminated at the end of the third quarter. In another embodiment, five fans play along and one fan is eliminated at the end of each quarter. The remaining fans can split the drive outcome options as discussed above, or each fan can only receive one drive outcome option for a given drive, regardless of the number of fans playing along with the Sports Game. If the number of fans is more than the number of drive outcome options, additional drive outcome options can be created or more than one fan can be assigned the same drive outcome option.
  • In one embodiment, a two-point conversion bonus chip can be employed. The bonus chip is held by a fan and whenever a two-point conversion occurs, the player holding the chip receives a predetermined number of bonus points. There are various methods for choosing which fan holds the chip, including: random selection, current low scorer, computer-assigned, the player currently in position four, formulaic assignment, etc. In another embodiment, a kick-return bonus chip can be employed. As above, various methods can be used for determining which fan holds the chip, including each fan holding the chip for their quarter (Fan 1 holds for quarter 1, Fan 2 quarter 2, etc.). The chip provides a set number of bonus points to the fan who is holding the chip when a punt or kickoff is returned for a touchdown by the receiving team on the same play. Any type of bonus chip option(s) can be utilized in the play along game or not, as desired; and assignment of the chip(s) to the fans can be automated, based on preselected criteria, chosen by the fans, rotated, or it can be random.
  • As another game-enhancement option, other types of bonus chips can be employed. For example, somewhat rare events like blocked field goal attempts can be assigned a bonus chip and point value. The fan holding such a bonus chip when the rare event occurs in the game would receive the associated points. These bonus chips can be assigned to a fan randomly, selected by fans, assigned via one or more formulas, etc. In another embodiment, extra scoring opportunities such as bonus chips are assigned to the lowest scoring fan(s) as the game progresses in order to give them a chance to win the play along game.
  • Holders of bonus chips (the idea of which herein includes any other similar means for identifying which fan is assigned which potential event) can be rotated based on events occurring (such as at the end of each quarter). In one embodiment, bonus chips can be ‘played’ by the fan holding the chip. If this occurs, then the chip is ‘in play’ for a given time period (e.g., for the current play, drive, quarter, next five minutes, etc.). Once a chip is played in such a manner it can be permanently removed from the game, or it can be brought back in to the game at some future time. Other variations on the use of bonus chips are contemplated, including (for example, and not by way of limitation): chance bonus chips, controlled bonus chips, random bonus chips, strategic bonus chips, low scorer(s) bonus chips, etc.
  • Embodiments of the play along game can include versions which are for fans at different experience levels, for example: beginner, intermediate, advanced, etc. In an embodiment of a beginner level, the assignment of drive outcome options could be automated and no bonus chips used. An intermediate level game could be played with automated assignments but utilizing bonus chip options. An advanced embodiment could include manual selection of drive outcome options and advanced bonus chip play.
  • In order for the fan play along game to not be overly complicated, a simple embodiment can require that if a scoring event occurs in the sports game as part of an interception/fumble/take-away play, then only the initial interception/fumble/take-away result is counted as an end of the current drive outcome option. In another embodiment, both the initial interception/fumble/take-away and the scoring event that occurred on the same play result in points being awarded to the fans; in this scenario, two drive outcome options receive points for a given end-of-drive. If, however, the interception/fumble/take-away only results in a change of possession, the score for a turn-over is given and a new drive commences. In yet another embodiment, if the drive outcome options are assigned automatically, a fan could receive points for an interception/fumble/take-away and if a second scoring event occurs on the same play (e.g., a touch down), a second set of points could be awarded. In this scenario, the second set of points would be awarded not to the fan who held the associated drive outcome option during the interception/fumble/take-away, but to the fan who was automatically assigned it when the interception/fumble/take-away occurred. Because of the speed at which such an event is likely to occur, automated assignment of drive outcome options would be most advantageous in such scenarios (although predetermined assignment could be worked out). Furthermore, because of the possibility of intervention and cancellation of game events by the officials, such detailed play rules would best be handled through automated scoring and assignment of drive outcome options.
  • At the end of the sports game, the fan with the highest score is the winner of the play along game. If the sports game goes into overtime, the play along game can continue as well. For example, if a football game goes into overtime, it could be considered just an extension of the fourth quarter. In other embodiments, the play along game ends at the end of regulation play and a new game can be played during overtime. Ties at the end of quarters or at the end of the game (or at other time periods) can be settled in various ways. In one embodiment, if two or more fans are tied for low-score and a fan needs to be removed from the game, the fans each choose a number and a computing device (or other means) randomly selects a number; the fan with the closest number is selected to remain in the game. If fans are tied for highest score, the fan with the chosen number closest to the selected number is regarded as the winner. Other means for determining a tie-breaker are contemplated, including: having the fans preselect the scores of the teams at the end of each quarter and the player with the guess closest to the actual outcome is selected, etc.
  • A play along sports game could be played in a bar, restaurant or other establishment. In order to encourage and reward fans, gifts can be associated with events (such as a free appetizer to the high point holder at halftime, etc.). Furthermore, betting (by the fans and/or spectators) can be associated with a play along sports game. A number of scenarios are contemplated.
  • FIG. 1 illustrates an exemplary embodiment of a play along game 100 in which fans play a game in combination with a sports game being played by others. The processes shown in FIG. 1 include: Selecting a Particular Sports Game 102, Assigning Drive Outcome Options to Fans 104, Fans Experiencing Sports Game and Playing Along as a Drive Begins 106, Ending the Drive 108, Assigning Drive Outcome Option Points to Fans 110, Testing Special Options 112, Determining If the Game Continues 114, and Ending the Game 116.
  • The process of “Selecting a Particular Sports Game” 102 involves the fans choosing a particular sports game to watch or listen to via a television, radio, computer display, mobile device, live, etc. A play along sports game can be employed with various sports games including, but not limited to, American football, hockey, tennis, rugby, basketball, soccer, baseball, cricket, etc., and including variations of the above (e.g., Canadian football, arena football, etc.). Also, any level of sports games can be associated with a play along game, including (for example, and not by way of limitation): professional, minor leagues, college, high-school, middle-school, elementary-school, and even youth leagues or informal games unassociated with any league.
  • In one example, four fans select an American professional NFL football game: The Broncos vs. The Raiders with which to play along. If the play along game is going to be administered via a central game processing device (see FIG. 2 and descriptions below), the fans would sign in to the central game processing device and be assigned a unique group name as part of process 102.
  • The process of “Assigning Drive Outcome Options to Fans” 104 can be accomplished in an automated fashion or it can be done manually. If the former, a computing device (such as a computer, mobile phone, etc.) randomly assigns possible drive outcome options to the fans. If the latter, then the fans select the drive outcome options. In another embodiment, some predetermined criteria/formula is used by the computing device or the fans to assign the drive outcome options. If the “Assigning Drive Outcome Options to Fans” process 104 is to be performed manually, then the fans self-select a starting order and assign drive outcome options. Continuing the above example, Fan 1 chooses the touchdown option. Fan 2 then selects the field goal option. Fan 3 then selects the turn-over option and Fan 4 receives the remaining punt option.
  • The process of “Fans Experiencing Sports Game and Playing Along as a Drive Begins” 106 involves the fans experiencing (e.g., watching and/or listening to) the Sports Game—in our example, The Broncos vs. The Raiders football game—and playing along with the Sports Game (for example, by cheering for their assigned drive outcome option to occur as play begins).
  • The process of “Ending the Drive” 108 is two-fold. First, the drive in the Sports Game itself comes to an end on its own. Then, the play along sports game recognizes that the drive is over and enters an end-of-drive state wherein it determines the effect of the outcome of the Sports Game drive on the play long game. This process can be handled manually by the fans as well. In one embodiment, the drive ends with a touchdown by the offense. In another embodiment, this initial drive ends when a pass is intercepted by the defense and they run it back for a touchdown. In this embodiment, the drive can be considered to end immediately when the interception occurs (resulting in a turn-over drive outcome option occurring) and a second drive begins at the same time, wherein the second drive ends with the touchdown by the defense. In this scenario, an automated assignment of drive outcome options would likely prove useful as there may not be enough time between the interception and the touchdown for manual assignment of drive outcome options to occur. Alternatively, the initial drive could continue through the conclusion of the down in which the interception occurs, causing the drive outcome options of a turn-over and a touchdown to be awarded.
  • The process of “Assigning Drive Outcome Option Points to Fans” 110 involves determining which fan (or fans) was previously assigned (or self-selected) the drive outcome option(s) that occurred in the Sports Game, determining how many points are appropriate, and then adding those points to the selected fan's (or fans') previous point total(s). In our example, suppose the first drive of the Sports Game ends with the Broncos scoring a field goal. The play along sports game determines that Fan 2 has the field goal drive outcome option and looks up the associated point value, which in this case is three points. Since this is the first drive of the game, the fans each have a previous point total of zero, so the play along sports game assigns a total of three points to Fan 2 while the other fans remain at zero.
  • The process of “Testing Special Options” 112 can involve a number of sub-processes, including: determining if a quarter/half has ended and taking end-of-quarter/end-of-half actions, determining if any bonus chip(s) is/are in play and assigning appropriate points (e.g., two-point conversion bonus chip, kick return bonus chip, random bonus chip, assigned bonus chip, etc.), etc. Additionally, the process 112 can also account for multiple drive outcome options occurring in one down and ensures they were properly scored in the “Assigning Drive Outcome Option Points to Fans” process 110. Thus, process 112 can embody error checking, and testing of special occurrences such as officials interceding in the underlying Sports Game. In other Sports Games, the process of “Testing Special Options” 112 can involve many other sub-processes to account for the variations in the underlying Sports Games.
  • The process of “Determining if the Game Continues” 114 involves determining if the Sports Game has ended or if another drive is about to commence. If the former, then the “Ending the Game” 116 process is enacted, if the latter, then the “Assigning Drive Outcome Options to Fans” 104 process is enacted and the processes are repeated as above. As part of process 114, determination of whether the Sports Game is progressing into overtime (or any form of extended play) and whether the associated play along game will be continued should occur. Furthermore, process 114 also encompasses the ability of the play along game to end at any time, regardless of whether the Sports Game has ended or not. The fans, a game administrator, or some other entity can determine that the play along game must end and so process 114 then activates the “Ending the Game” 116 process. In one embodiment, Fan 1 is selected as the game administrator and chooses to end the game at half-time by activating an End-of-Game option. The process of “Determining if the Game Continues” 114 interprets this action and enacts the “Ending the Game” 116 process.
  • Additionally, the process of “Determining if the Game Continues” 114 can include the option of pausing the play along game. When the play along game is resumed, process 114 can resume the status of the drive outcome options and fans as they were when the game was paused, or it can enact the “Assigning Drive Outcome Options to Fans” 104 process and play resumes from a new state. Of course, if the Sports Game has ended while the play along game was paused, process 114 can enact the “Ending the Game” 116 process or the Sports Game could have been paused concurrently with the play along game and both could resume from the point they were at when initially paused.
  • The process of “Ending the Game” 116 involves determining which fan has the highest point total and selecting that fan as the winner. If a tie has resulted, any of a number of tie-breaking processes can be employed to determine the winner (a non-exhaustive list of some examples is described above). Additional end-of-game sub-processes can be enacted including awarding the winner a prize, sending game data to a central repository, updating rankings, etc.
  • FIG. 2 illustrates an exemplary embodiment of a system for implementing a play along game 200. The system includes at least the following components: an initiating device 220, a play along game processing device 230, and a Sports Game experience 260. Additionally, an advertising/promotional device 240 and a play-by-play device 250 can be incorporated. If the game processing device 230, the advertising/promotional device 240 and the play-by-play device 250 are computing devices, it may be useful for one or more associated database devices to be connected thereto: a first database device 235, a second database device 245, and a third database device 255, respectively. It should be understood that with today's processing devices, one or more devices and/or components can be incorporated into a single device.
  • As illustrated in FIG. 2, the initiating device 220 can comprise a number of different devices, including: a telephone 222, a mobile device 224, a computing device 226, a laptop/notebook 228, etc. Although not shown in FIG. 2, the initiating device 220 could be as simple as a notepad or scorecard on which the fans keep score manually.
  • If the initiating device 220 is to be a telephone 222, each fan would need to call in to a central game processing device 230 (such as a computer server) and enter in their information using either an interactive voice response system (utilizing either a computer or a person) or an “option associated with a number” keypad system. In this way, fans could enter in their name, fan number, game number, group number, password(s), codes, drive selections, bonus chip selections, tie-breaking information, etc.
  • If the initiating device 220 is to be a mobile device 224, each fan could connect to a central game processing device 230 (such as a computer server) and enter in their information. Depending on the capabilities of the mobile device 224, fans could either enter information as they would using the telephone 222 as described above, or they could have a much more interactive, streamlined, and speedy interaction. For example, a pre-loaded software application could be installed on a mobile device 224 allowing a fan to connect to the central game processing device 230 and automatically have their name, fan number, password(s), etc. uploaded. Additionally, fans could type in information quickly rather than using an interactive voice response system or an “option associated with a number” keypad system. The mobile device 224 can be a mobile cellular phone or a dedicated device (made available by a bar, restaurant, or at the live Sports Game itself). Fans could be assigned to preexisting groups, select their own groups, or be organized into new groups.
  • If the functions of the central game processing device 230 were distributed amongst the initiating device(s) 220, and the initiating device(s) 220 could communicate with one another, then the initiating device(s) 220 would not need to communicate with a central game processing device 230. In another implementation, only one initiating device 220 is used by all the fans.
  • Given the advances in mobile device technology, the capabilities and interactions associated with an advanced mobile device 224 can be quite similar to a computing device 226 or a laptop/notebook device 228. If the initiating device 220 is to be either a computing device 226 or a laptop/notebook device 228, the fan experience can be significantly enhanced over a basic telephone 222 or mobile device 224. Each initiating device 220 could still connect to a central game processing device 230 (such as a computer server). However, once connected, fans using a computing device 226 or a laptop/notebook device 228 could have an interactive, streamlined, and speedy experience interacting with the game processing device 230. For example, a pre-loaded software application could be installed allowing a fan to have their name, fan number, password(s), etc. uploaded automatically. Additionally, fans could access the central game processing device 230 using a web browser or similar application, thereby foregoing installation of stand-alone software. Because of the relatively large screen size afforded by either a computing device 226 or a laptop/notebook device 228, fans could receive significantly more information, advertising, promotions, Sports Game information, statistics, etc. than could a fan using either a telephone 222 or a mobile device 224. In fact, some Sports Games are already made available to computing devices over the Internet and such could be incorporated onto the screen of a computing device 226 or a laptop/notebook device 228.
  • In its simplest embodiment, when the play along game is being administered manually, the central game processing device 230 comprises the mind(s) of one or more of the fans following the game rules and assigning appropriate points as a result of each drive outcome. In another embodiment, the central game processing device 230 comprises a computing device (possibly with an associated database device 235) that accepts inputs from the initiating devices 220 as well as play-by-play information either entered manually (by the fan(s) or otherwise), or entered automatically through connection with a play-by-play device 250 that feeds information in a standardized format about each play to the central game processing device 230. If burst data transfer is used instead, the play-by-play device 250 can communicate information concerning all the plays in a drive or just totaled drive-level information to the central game processing device 230 at the end of each drive. In yet another embodiment, the functions of the central game processing device 230 are not centralized at all, but rather are distributed to each initiating device 220 such that each device can accomplish the tasks of the central game processing device 230. In such an embodiment, each initiating device 220 would either allow for manually entering play-by-play or drive-level information or would be able to connect to the play-by-play device 250 to receive the information automatically. In another embodiment, a subset of the initiating devices 220 (including, at a minimum, a single device) could handle the functions of the central game processing device 230.
  • In one embodiment, the central game processing device 230 could comprise or be associated with any of the social networking sites such as Facebook, MySpace, etc. The play along game could be administered through the social networking site(s) so fans could play using the site(s) as a platform. The sites could also be sources for downloading any required software.
  • In its simplest embodiment, when the play along game is being administered manually, the play-by-play device 250 comprises the mind(s) of one or more of the fans following the Sports Game and providing the play-by-play or drive-level information manually to the play along game. In other embodiments, the play-by-play device 250 comprises a computing device (possibly with an associated database device 255) that automates the processing and communication of play-level and/or drive-level information.
  • An advertising/promotional device 240 can also be incorporated in the system. Such a device can comprise a computing device (possibly with an associated database device 245) that is configured to serve advertising and/or promotion information to the central game processing device 230. The advertising/promotional device 240 can communicate directly with the individual initiating devices 220 (or through the central game processing device 230) so that advertising and/or promotional materials can be displayed or otherwise communicated by the initiating devices 220. In a basic embodiment, an advertising/promotional device 240 can comprise preprinted information on cards that are used by fans to manually participate in the play along game.
  • A Sports Game experience 260 can comprise any medium that communicates the necessary information from a Sports Game to the fans. In one embodiment, the Sports Game experience 260 can be a television displaying the Sports Game for the fans to watch and/or listen to. In another embodiment, the Sports Game experience 260 can be a radio receiving and playing audio coverage of a Sports Game. In yet another embodiment, the Sports Game experience 260 can comprise coverage of a Sports Game that is sent over the Internet or another communications network, either through a central game processing device 230, directly to initiating device(s) 220, or via some other computing device. In a basic configuration, the Sports Game experience 260 can comprise the information experienced by the fans attending a live Sports Game.
  • FIG. 3 illustrates an exemplary embodiment of a screen on a mobile device displaying a play along game 370. The mobile device 370 comprises a frame 372 and a screen 373. Displayed on the screen 373 is an exemplary embodiment of a play along game in progress. At the top is a title bar 374 displaying, in this example, the title “CTD”. Below the title bar 374 is a game information bar 375 displaying information about the Sports Game associated with the current play along game; in this example, the game information bar 375 is displaying “Team 1 vs. Team 2”. In the center of the display is a header row 376 that serves to explain the information displayed in the fan info box 377. In this example, the header row 376 displays “Name Score Option”. The fan info box 377 is used to display information about the current play along game, especially information associated with the fans that are playing. In this example, the fan info box 377 shows that the first fan is named “Rick”, he has a score of “8”, and he is currently assigned the “TouchDown” drive outcome option. The remaining fans are named “Eric, James and Eddy” and they have respective scores of “13, 11, and 7” and are assigned respective drive outcome options of “FieldGoal, Punt, and Turn Over”. Near the bottom of the screen 373 is a game info box 379 that can be used to display other information about the Sports Game and/or the play along game as well as advertising or promotional information. In the example illustrated in FIG. 3, the game info box 379 shows the outcome of the last drive “Last Drive=TouchDown” and some advertising information “<Advertising/Add. Info>”. Also shown in FIG. 3 is a bonus chip indicator 378 showing that Eddy holds a two-point conversion bonus chip. In other embodiments, the components discussed above could be placed in other configurations or even not shown, and/or other information could be displayed.
  • FIG. 4 illustrates an exemplary embodiment of a computing system 480 useful in implementations of the described technology. A general purpose computer system 480 is capable of executing a computer program product to execute a computer process. Data and program files may be input to the computer system 480, which reads the files and executes the programs therein. Some of the elements of a general purpose computer system 480 are shown in FIG. 4 wherein a processor 481 is shown having an input/output (I/O) section 482, a Central Processing Unit (CPU) 483, and a memory section 484. There may be one or more processors 481, such that the processor 481 of the computer system 480 comprises a single central-processing unit 483, or a plurality of processing units, commonly referred to as a parallel processing environment. The computer system 480 may be a conventional computer, a distributed computer, or any other type of computer. The described technology is optionally implemented in software devices loaded in memory 484, stored on a configured DVD/CD-ROM/OPTICAL DISC 491 or storage unit 487, and/or communicated via a wired or wireless network link 489 on a carrier signal, thereby transforming the computer system 480 in FIG. 5 into a special purpose machine for implementing the described operations.
  • The I/O section 482 is connected to one or more user-interface devices (e.g., a keyboard 486 and a display unit 485), a disk storage unit 487, and a disk drive unit 490. Generally, in contemporary systems, the disk drive unit 490 is a DVD/CD-ROM/OPTICAL drive unit capable of reading the DVD/CD-ROM/OPTICAL DISC medium 491, which typically contains programs and data 492. Computer program products containing mechanisms to effectuate the systems and methods in accordance with the described technology may reside in the memory section 484, on a disk storage unit 487, or on the DVD/CD-ROM/OPTICAL medium 491 of such a system 480. Alternatively, a disk drive unit 490 may be replaced or supplemented by a floppy drive unit, a tape drive unit, or other storage medium unit. The network adapter 488 is capable of connecting the computer system to a network via the network link 489, through which the computer system can receive instructions and data embodied in a carrier wave. Examples of such systems include SPARC systems offered by Sun Microsystems, Inc., personal computers offered by Dell Corporation and by other manufacturers of personal computers, Apple-based computing systems, ARM-based computing systems and other systems running a UNIX-based or other operating system. It should be understood that computing systems may also embody devices such as Personal Digital Assistants (PDAs), mobile phones, gaming consoles, set top boxes, etc.
  • When used in a LAN-networking environment, the computer system 480 is connected (by wired connection or wirelessly) to a local network through the network interface or adapter 488, which is one type of communications device. When used in a WAN-networking environment, the computer system 480 typically includes a modem, a network adapter, or any other type of communications device for establishing communications over the wide area network. In a networked environment, program modules depicted relative to the computer system 480 or portions thereof, may be stored in a remote memory storage device. It is appreciated that the network connections shown are exemplary and other means of, and devices for, establishing a communications link between the computers may be used.
  • In accordance with an implementation, software instructions and data directed toward implementing a play along sports game and other operations may reside on disk storage unit 487, disk drive unit 490 or other storage medium units coupled to the system (directly and/or through a network interface 488). Said software instructions may also be executed by CPU 483.
  • The embodiments of the invention described herein can be implemented as logical steps in one or more computer systems. The logical operations of the present invention are implemented (1) as a sequence of processor-implemented steps executing in one or more computer systems and/or (2) as interconnected machine or circuit modules within one or more computer systems. The implementation is a matter of choice, dependent on the performance requirements of the computer system implementing the invention. Accordingly, the logical operations making up the embodiments of the invention described herein may be referred to variously as processes, operations, steps, objects, or modules. Furthermore, it should be understood that logical operations may be performed in any order, unless explicitly claimed otherwise or a specific order is inherently necessitated by the claim language.
  • The above specification, examples and data provide a description of the structure and use of exemplary embodiments of the described articles of manufacture and methods. It will further be understood from the foregoing description that various modifications and changes may be made in the embodiments of the present invention without departing from its true spirit. This description is intended for purposes of illustration only and should not be construed in a limiting sense. The scope of this invention should be limited only by the language of the following claims.

Claims (18)

1. A play along game in which a plurality of fans play a secondary game in combination with a primary sports game being played by others, the play along game comprising the steps of:
(A) selecting a primary sports game;
(B) assigning drive outcome options to the plurality of fans;
(C) the plurality of fans experiencing the primary sports game;
(D) the plurality of fans playing along as a drive begins in the primary sports game;
(E) ending the drive in the primary sports game;
(F) assigning a plurality of drive outcome option points to the plurality of fans;
(G) testing special options;
(H) determining if the primary sports game continues;
(I) repeating steps (B) through (I) if required; and
(J) ending the game.
2. The play along game of claim 1 wherein the step of selecting the primary sports game involves choosing a particular sports game for the plurality of fans to experience.
3. The play along game of claim 2 wherein the primary sports game is a game of American football.
4. The play along game of claim 3 wherein the drive outcome options that are assigned to the plurality of fans include at least a touchdown, a field goal, a turn-over, and a punt.
5. The play along game of claim 4 wherein the step of assigning drive outcome option points to the plurality of fans includes determining that at least one drive outcome option occurred and assigning at least one point value to the at least one of the plurality of fans who was assigned the at least one drive outcome option that occurred.
6. The play along game of claim 5 wherein the step of repeating steps (B) through (I) if required involves repeating steps (B) through (I) because it has been determined that the game continues.
7. The play along game of claim 5 wherein the step of repeating steps (B) through (I) if required involves enacting the ending the game step because it has been determined that the game does not continue.
8. The play along game of claim 1 wherein the play along game is implemented in a computer program product encoding a computer program for a computer process that executes on a computer system.
9. A system for implementing a play along game in which a plurality of fans play a secondary game in combination with a primary sports game being played by others, the system comprising:
(A) a means for selecting a primary sports game;
(B) a means for assigning drive outcome options to the plurality of fans;
(C) a means for the plurality of fans to play along as a drive begins in the primary sports game;
(D) a means for determining if the drive in the primary sports game has ended;
(E) a means for assigning a plurality of drive outcome option points to the plurality of fans based on the outcome of the drive;
(F) a means for testing special options;
(G) a means for determining if the primary sports game continues;
(H) a means for repeating steps (B) through (H) if required; and
(I) a means for ending the game.
10. The system of claim 9 wherein the particular sports game is a game of American football.
11. The system of claim 10 wherein the drive outcome options that are assigned to the plurality of fans include at least a touchdown, a field goal, a turn-over, and a punt.
12. The system of claim 11 wherein the means for assigning drive outcome option points to the plurality of fans includes determining that at least one drive outcome option occurred and assigning at least one point value to the at least one of the plurality of fans who was assigned the at least one drive outcome option that occurred.
13. The system of claim 12 wherein the means for repeating steps (B) through (H) if required involves repeating steps (B) through (H) because it has been determined that the game continues.
14. The system of claim 12 wherein the means for repeating steps (B) through (H) if required involves enacting the means for ending the game because it has been determined that the game does not continue.
15. The system of claim 9 further comprising an initiating device and a play along game processing device.
16. The system of claim 15 wherein the initiating device comprises at least one of a telephone, a mobile phone device, a computing device, a laptop computer, a notebook computer, and a notepad.
17. The system of claim 16 wherein the play along game processing device comprises a computing device that accepts input from the initiating device and play-by-play information.
18. A computer program product encoding a computer program for a computer process that executes on a computer system implementing a play along game in which a plurality of fans play a secondary game in combination with a primary sports game being played by others, the computer process comprising:
(A) selecting a primary sports game;
(B) assigning drive outcome options to the plurality of fans;
(C) the plurality of fans playing along as a drive begins in the primary sports game;
(D) determining the outcome of the drive after the drive ends in the primary sports game;
(E) assigning a plurality of drive outcome option points to the plurality of fans;
(F) testing special options;
(G) determining if the primary sports game continues;
(H) repeating steps (B) through (H) if required; and
(I) ending the game.
US12/807,075 2010-08-28 2010-08-28 Play along sports game Abandoned US20120052932A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US12/807,075 US20120052932A1 (en) 2010-08-28 2010-08-28 Play along sports game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
US12/807,075 US20120052932A1 (en) 2010-08-28 2010-08-28 Play along sports game

Publications (1)

Publication Number Publication Date
US20120052932A1 true US20120052932A1 (en) 2012-03-01

Family

ID=45697960

Family Applications (1)

Application Number Title Priority Date Filing Date
US12/807,075 Abandoned US20120052932A1 (en) 2010-08-28 2010-08-28 Play along sports game

Country Status (1)

Country Link
US (1) US20120052932A1 (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150082333A1 (en) * 2013-09-17 2015-03-19 Thomas Belton Event Enhancement via Viewer Participation
US20170001120A1 (en) * 2015-06-09 2017-01-05 John Mueller System and method for operating a fantasy sports league

Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193610B1 (en) * 1996-01-05 2001-02-27 William Junkin Trust Interactive television system and methodology
US20060003298A1 (en) * 2002-07-12 2006-01-05 Ace Applied Cognitive Engineering Ltd. System and method for evaluation and training using coginitive simulation
US20080020815A1 (en) * 2004-12-17 2008-01-24 Igt Gaming system with blackjack primary game and poker secondary game
US20090131143A1 (en) * 2004-09-16 2009-05-21 Bally Gaming, Inc. Player gaming console, gaming machine, networked gaming system
US20090318223A1 (en) * 2008-06-23 2009-12-24 Microsoft Corporation Arrangement for audio or video enhancement during video game sequences
US20100062833A1 (en) * 2008-09-10 2010-03-11 Igt Portable Gaming Machine Emergency Shut Down Circuitry
US20100124981A1 (en) * 2008-11-14 2010-05-20 Aruze Gaming America, Inc. Gaming machine that executes free game and the play method
US20100248843A1 (en) * 2006-10-27 2010-09-30 Cecure Gaming Limited Online gaming system
US7967292B2 (en) * 2000-06-02 2011-06-28 Milestone Entertainment Llc Games, and methods for improved game play in games of chance and games of skill
US20110219419A1 (en) * 2002-05-10 2011-09-08 Richard Reisman Method and apparatus for browsing using alternative linkbases

Patent Citations (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6193610B1 (en) * 1996-01-05 2001-02-27 William Junkin Trust Interactive television system and methodology
US7967292B2 (en) * 2000-06-02 2011-06-28 Milestone Entertainment Llc Games, and methods for improved game play in games of chance and games of skill
US20110219419A1 (en) * 2002-05-10 2011-09-08 Richard Reisman Method and apparatus for browsing using alternative linkbases
US20060003298A1 (en) * 2002-07-12 2006-01-05 Ace Applied Cognitive Engineering Ltd. System and method for evaluation and training using coginitive simulation
US20090131143A1 (en) * 2004-09-16 2009-05-21 Bally Gaming, Inc. Player gaming console, gaming machine, networked gaming system
US20080020815A1 (en) * 2004-12-17 2008-01-24 Igt Gaming system with blackjack primary game and poker secondary game
US20100248843A1 (en) * 2006-10-27 2010-09-30 Cecure Gaming Limited Online gaming system
US20090318223A1 (en) * 2008-06-23 2009-12-24 Microsoft Corporation Arrangement for audio or video enhancement during video game sequences
US20100062833A1 (en) * 2008-09-10 2010-03-11 Igt Portable Gaming Machine Emergency Shut Down Circuitry
US20100124981A1 (en) * 2008-11-14 2010-05-20 Aruze Gaming America, Inc. Gaming machine that executes free game and the play method
US20110287826A1 (en) * 2008-11-14 2011-11-24 Aruze Gaming America, Inc. Gaming machine and game control method thereof, which allow symbol scroll to be manually stopped method thereof

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20150082333A1 (en) * 2013-09-17 2015-03-19 Thomas Belton Event Enhancement via Viewer Participation
US20170001120A1 (en) * 2015-06-09 2017-01-05 John Mueller System and method for operating a fantasy sports league

Similar Documents

Publication Publication Date Title
US8092306B2 (en) Interactive sports-themed game
US10105607B2 (en) Suicide player pool fantasy sports games
US20020068633A1 (en) Real-time odds-based gaming
US20060040719A1 (en) Fantasy sports league pre-draft logic method
US20110014974A1 (en) System and Method for Monitoring a Bet
US20130267328A1 (en) System and method for providing mobile sports related games
CA2968108A1 (en) Engine, system and method for providing fantasy sports play
US20170001120A1 (en) System and method for operating a fantasy sports league
US20220401842A1 (en) Token management system for use in immersive interactive sports environments
US9399170B2 (en) Systems, methods, and computer program products for objective fantasy sporting contests
WO2015026941A1 (en) Differential-based fantasy-sports gaming
US9358469B1 (en) System and method for providing an inter-sport fantasy sports challenge
US20120052932A1 (en) Play along sports game
US8876593B2 (en) Progressive betting pools
US10748374B2 (en) Predictive competitive sports game system
US10610785B2 (en) Game system, game control device, and program
US20180250592A1 (en) Virtual baseball game server and method for providing virtual baseball game using the same
US20210350675A1 (en) System and method for operating fantasy sports leagues
US9895610B1 (en) Real-time and near-real-time fantasy gaming
US11331583B2 (en) Method and system for recommending teammate for team game
US20070265116A1 (en) Competitive Scoring System
US9463377B2 (en) Real-time and near-real-time fantasy gaming
KR20130089791A (en) Method for providing on-line game, recording medium implementing the same and game providing server
US20230053281A1 (en) Fantasy sports game system and method with catalog play
US10504327B2 (en) Real-time supplemental gaming system

Legal Events

Date Code Title Description
STCB Information on status: application discontinuation

Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION