US20150024814A1 - Interactive sports-themed game - Google Patents

Interactive sports-themed game Download PDF

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Publication number
US20150024814A1
US20150024814A1 US14/467,832 US201414467832A US2015024814A1 US 20150024814 A1 US20150024814 A1 US 20150024814A1 US 201414467832 A US201414467832 A US 201414467832A US 2015024814 A1 US2015024814 A1 US 2015024814A1
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Prior art keywords
user
outcome
game
outcomes
possible outcomes
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US14/467,832
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John Root
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Bleacher League Entertainment Inc
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Bleacher League Entertainment Inc
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Priority claimed from US12/150,723 external-priority patent/US7909332B2/en
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Priority to US14/467,832 priority Critical patent/US20150024814A1/en
Assigned to Bleacher League Entertainment, Inc. reassignment Bleacher League Entertainment, Inc. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ROOT, JOHN
Publication of US20150024814A1 publication Critical patent/US20150024814A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

Definitions

  • the present invention relates generally to games. More particularly, the present invention pertains to game involving predicting the outcome of a live sporting event.
  • Activities based on predicting the outcome of sporting events are popular in today's culture. The motivation for these activities may include gambling, but may also include general amusement and entertainment purposes. Sporting events generate revenue by various means, such as ticket sales, concession sales (e.g. food and beverages), and advertising, among others.
  • An activity that promotes the attendance and/or receiving broadcasts of live sporting events can add value to advertising, especially towards the latter parts of a sporting event. In many cases, if a sporting event turns out to be a one-sided “blowout,” attendance and the number of viewers may plummet, thereby decreasing the effect of advertising. Therefore, it is desirable to provide an activity that promotes an audience engagement in a sporting event, regardless of the outcome of the event itself.
  • the main concept of the game of the present invention is to increase the fan's involvement in a live sporting event.
  • the game of the present invention provides each player the opportunity of becoming interactive with each play of the real game. Beyond simply entertainment, the game of the present invention serves to keep fans in the seats or watching the game on television, since they are involved in every play of the real game.
  • the outcome of the game of the present invention is directly related to knowledge of the game, and is not dependent on good performance from a particular subset of athletes.
  • the present invention provides for a game.
  • the game comprises the steps of:
  • the present invention provides for ranking the list of predicted outcomes by assigning a value to each predicted outcome, based on the likelihood of occurrence, wherein the likelihood of occurrence is inversely related to the assigned value.
  • FIGS. 1-4 show block diagrams of systems in accordance with various embodiments of the present invention.
  • FIGS. 5-9 show embodiments of a client user interface in accordance with various embodiments of the present invention.
  • FIG. 10 is a flowchart indicating process steps for determining an event transition.
  • FIG. 11 is a flowchart showing the process steps for playing the game of an alternative embodiment of the present invention.
  • FIG. 12 is a flowchart showing process steps for an alternative method for playing the game of an alternative embodiment of the present invention.
  • FIG. 13 is a flowchart showing process steps for ranking predictions in accordance with an alternative embodiment of the present invention.
  • FIG. 14 shows a block diagram of an exemplary system for playing the game of an alternative embodiment of the present invention.
  • FIG. 15 shows an exemplary scorekeeping user interface of a baseball embodiment of an alternative embodiment of the present invention.
  • FIG. 16 shows an alternative embodiment of an alternative embodiment of the present invention.
  • FIG. 17 is a flowchart indicating process steps for user login and play of the virtual game.
  • the terms “real game” or “live game” refer to the live sporting event of which the events are being predicted.
  • the term “virtual game” pertains to the interactive sports-themed game of the present invention.
  • the term “user” pertains to a person playing a “virtual game.” It is to be understood that, unless specifically stated to be otherwise, the term “player” in the context of the virtual game, may refer to a single person, or group of people.
  • the term “event” pertains to a particular “contest” within a game, such as a pitcher facing a batter in baseball, or a golfer playing a hole on a golf course.
  • the term “result” or “outcome” as it pertains to a “real game” refers to a play of the live sporting event (e.g. a “triple” in baseball, or an “interception” in football).
  • the basic concept of play of the virtual game is that a user is presented multiple possible outcomes of an event, and selects a subset of those possible outcomes prior to the event transpiring. Upon completion of the event, the subset of outcomes selected by the user is compared with the result of the transpired event. The user is awarded points if the result of the transpired event matches one of the events in the subset of outcomes selected by the user.
  • a user plays the virtual game on a mobile client, such as a mobile phone.
  • a user plays the virtual game on a television, or television set top box.
  • a PC personal computer
  • FIG. 1 shows a block diagram of a system 100 in accordance with an embodiment of the present invention.
  • System 100 comprises a statistics database 102 , live game data server 104 , virtual game server 106 , and user database 105 . While each database and server is indicated as a separate entity, those skilled in the art will recognize that the various server and database functions may be contained within a single computer, or distributed over a plurality of computers, without departing from the scope and purpose of the present invention.
  • Statistics database 102 contains current data on players of the real game.
  • the statistics database comprises current baseball statistics for major league players.
  • Such statistics may include, but are not limited to, batting average, ERA, slugging percentage, on base percentage, RBIs, number of walks, number of each category of hit, and number of strikeouts, to name a few.
  • the statistics may be further categorized according to type of pitcher or hitter faced (e.g. left handed, right handed, etc.), or categorized according to a particular matchup (e.g. the batting average of a particular hitter when facing a particular pitcher).
  • Live game data server 104 provides the events of a real game in real time.
  • the live game feed data is provided by a content provider in a computer-readable format, such as XML data.
  • Live game feed data is currently known in the art. Examples of such services include “Game Channel” by YAHOO (Sunnyvale, Calif.).
  • the live data includes the current contest (e.g. which batter is facing which pitcher), as well as the score, and time remaining (where applicable). In the case of baseball, the current inning, and number of outs are provided.
  • Virtual game server 106 aggregates information from statistics database 102 and live game data server 104 and presents data to one or more clients ( 108 , 110 , and 112 ) via communications network 114 .
  • communications network 114 comprises the Internet.
  • virtual game server stores data pertaining to each user (player of the virtual game) in user database 105 .
  • Data stored in user database 105 may include, but is not limited to, user name, user e-mail address, user phone number, user score, and user friends (other players of the virtual game). Other virtual game preferences may also be stored in user database 105 .
  • Mobile client 112 , TV client 110 , and PC client 108 are virtual game clients that (generally referred to as “clients”) provide an interface for the user to play the virtual game while following along with the real game. This encourages more involvement in watching the real game, even when the score of the real game may not be that close. By keeping fans engaged in the real game for a longer period, effectiveness of advertising during the real game is potentially improved, especially in the case of a real game where the score is not close. This is because users interested in the virtual game will continue to watch the real game, even if the eventual outcome of the real game is already surmised.
  • PC client 108 comprises a personal computer such as a desktop, laptop, or netbook, for example.
  • the user accesses a website via a browser to log on, and play the virtual game.
  • TV Client 110 may be integrated into a digital television, or alternatively, may reside as an application in a digital television set top box (STB).
  • Mobile client 112 is preferably a mobile telephone such as a so-called “smart phone” such as an iPhone, which is produced by APPLE, Inc., of Cupertino, Calif.
  • the communication between the mobile client 112 and the virtual game server 106 may comprise use of a cellular network to communicate with the Internet.
  • the virtual game server 106 is the heart of the “backend” processing. It receives login data from a user on a client, and checks credentials within the user database 105 . When the credentials have been validated, user preferences are then retrieved. These preferences may include, but are not limited to, position of various user interface elements, font sizes and styles, and a list of other players that the user can “play along with.” The user selects a live game to use for predicting outcomes. The virtual game server then retrieves the appropriate live game data from the live game data server 104 . The live game data includes participants in a particular contest (e.g. a particular batter and pitcher in a baseball game). The virtual game server then retrieves appropriate statistics for the participants from the statistics database 102 .
  • the live game data includes participants in a particular contest (e.g. a particular batter and pitcher in a baseball game).
  • the virtual game server retrieves appropriate statistics for the participants from the statistics database 102 .
  • the virtual game server 106 uses the statistics from statistics database 102 to generate point values for each possible outcome based on likelihood of occurrence, and presents the choices to the user on a client.
  • the virtual game server 106 provides data via HTTP to the client.
  • the data may comprise HTML pages, XML data, or other suitable formats.
  • the client transmits the user's outcome choices to the virtual game server 106 .
  • the virtual game server 106 compares the actual outcome with those selected by the user, and awards the user the corresponding number of points, based on the generated point values for each outcome.
  • the virtual game server 106 posts a status update to all subscribed clients to reflect the change in the user's current score and success percentage.
  • FIG. 2 shows a block diagram of a system 200 in accordance with an additional embodiment of the present invention.
  • System 200 is similar to system 100 , but further comprises a Virtual Game Official (VGO) client 216 .
  • VGO client supports a virtual game official, which is a live person who officiates the virtual game. During play, the VGO watches the live game, and updates various parameters according to what is observed in the live game. Examples of things the VGO can control include, but are not limited to, the available outcomes presented to the user for a given contest, and the opening and closing of the prediction window for a contest.
  • the prediction window is defined as the period of time during which a user is permitted to make a prediction for a given contest.
  • a contest is defined as an event involving one or more live game players.
  • Examples of an event include a pitcher-hitter match-up, or a golfer attempting to play a particular hole on a golf course.
  • the prediction window is opened when the prior contest starts, and closes when the current contest starts.
  • virtual game players must make their predictions prior to the start of the contest.
  • the start of the contest is defined as the point when the pitcher releases the first pitch to a batter for a particular at bat.
  • the VGO can open and close the windows by executing commands on the VGO client 216 which direct the Virtual Game Server 106 to control the virtual game player's clients ( 108 , 110 , 112 ).
  • the VGO can also respond to last-minute lineup changes to cancel a contest that currently has an open prediction window, and replace it with a new contest. Examples of this include pitcher and/or batter substitutions that frequently occur in baseball games.
  • the prediction window is always open, and predictions on the current contest may be made at any time. This mode of play is suited for a casual, non-competitive environment.
  • FIG. 3 shows a block diagram of a system 300 in accordance with an additional embodiment of the present invention.
  • System 300 is similar to system 200 , but further comprises a gaming server 318 .
  • the purpose of the gaming server 318 is to provide control for live gambling on virtual game results. Monies or prizes may be awarded on points scored in the virtual game, or on a contest-by-contest basis.
  • users have an opportunity to place a wager prior to the start of a contest, and win if the actual outcome of the contest matches one of the outcomes the user had chosen.
  • the amount won can depend on the number of points awarded for a particular correctly chosen outcome.
  • the number of points awarded for a particular outcome is calculated by the virtual game server 106 based on data from the live game data server 104 and the statistics database 102 . For example, for a given player, the number of points awarded for a particular outcome may be calculated by:
  • P is the number of points
  • S is a scale factor
  • X is the number of times a player achieved a particular outcome (e.g. a single, double, walk, etc. . . . )
  • T is the total number of trips to the plate (at bats). Therefore, X/T is a success ratio, and by subtracting the success ratio from a scale factor, a point value is calculated. For example, if S is 10, X, for a single, is 14, and T is 33, then P is calculated as:
  • the points awarded for a single is 6. As can be seen, the higher percentage of singles a player gets, the fewer points are awarded for correctly guessing that outcome.
  • Other metrics that may be used to calculate point values include, but are not limited to, slugging percentage (SLG), on base percentage (OBP), and on base plus slugging (OPS).
  • the point values for each possible outcome are transmitted from the virtual game server 106 to the gaming server 318 .
  • the gaming server 318 handles transactions and accounts for the bettors, and an enables separate business organizations to operate the virtual game network, and the gambling operation.
  • communications network 114 may be a private network (as opposed to the Internet), and all the virtual player clients may comprise TV clients 110 and PC clients 108 .
  • By eliminating mobile clients and using a private network it facilitates constraining virtual game play to occur in a specific jurisdiction. An example is to confine play to within hotel rooms at a particular hotel in Las Vegas Nev., or other jurisdiction where sports-betting is legal and preventing wagering on the virtual game from outside of the desired jurisdiction.
  • Another embodiment includes mobile clients, and utilizes location reporting information within the mobile client (e.g., the GPS within a mobile phone) to determine if the mobile client is within the correct jurisdiction.
  • FIG. 4 shows a block diagram of a system 400 in accordance with an additional embodiment of the present invention.
  • System 400 is similar to system 300 , but further comprises a radar gun 420 , which is configured to communicate to virtual game server 106 via communications network 114 .
  • the closing of the prediction window is performed automatically by radar gun 420 .
  • the prediction window for a given contest C.sub.x opens when contest C.sub.x ⁇ 1 ends.
  • the VGO would open the prediction window for context C.sub.x via VGO client 216 , which sends instructions to virtual game server 106 , which in turn sends commands to clients ( 108 , 110 , 112 ) to indicate the open prediction window for contest C.sub.x to the virtual game players.
  • the radar gun 420 instead of having the VGO close the window manually by observing when the first pitch of an at bat was thrown, the radar gun 420 sends a “pitch thrown” event to the virtual game server once the pitch is detected, and the virtual game server 106 closes the prediction window in response to the pitch thrown event.
  • radar gun 420 Various produced models of radar gun may be suitable for radar gun 420 .
  • the SR3600 by SPORTS RADAR LTD of Homosassa, Fla. provides a data port that may be used to transmit radar data to a local computer (not shown), which then transmits the data to virtual game server 106 to signal a “pitch thrown,” and hence, the closing of the prediction window.
  • a radar gun with integrated communication e.g. built in WiFi
  • FIG. 5 shows an embodiment of a client user interface 500 .
  • This is a non-video baseball embodiment, in that no live video is displayed on the user interface.
  • This interface is intended for situations where a live video feed is available (e.g. on the user's television), or when a user is attending the real game and watching it live (e.g. at a stadium).
  • a contest information window 502 displays information about the current contest.
  • the contest information 502 displays information for a pitcher named Beckett, throwing against a batter named Thome.
  • Available outcome window 508 shows a list of available outcomes the user may select.
  • the available options shown are single (1B), double (2B), triple (3B), home run (HR), and walk (BB).
  • additional outcomes may be displayed by invoking a scrolling or paging control (not shown) on the user interface.
  • Real game information window 510 shows information pertaining to the real game.
  • a current score between two baseball teams is shown, along with the current inning.
  • a graphical indication, such as base indication 511 may be used to convey current base runner information.
  • Virtual game status window 504 shows information pertaining to the virtual game.
  • the current percentage of correct predictions 505 for the user is shown, as well as the current streak 507 , which conveys how many of the previous outcomes had the same result (correct or incorrect).
  • Selected outcomes window 512 shows the current outcome (or outcomes) the user has selected as the prediction for the contest indicated in contest display window 502 .
  • Optional advertisement window 506 displays advertisements which may change periodically during play of the virtual game.
  • the advertisements are targeted, based on user preferences stored in user database 105 . In this way, improved advertising revenue is possible.
  • users create an account in order to play the virtual game, and provide some personal preferences or other demographic information which is then used to select advertisements that are most appropriate for that particular user.
  • FIG. 6 shows a subsequent step for the embodiment of FIG. 5 .
  • the Selected outcomes window 512 shows 3 selections (1B, 2B, BB).
  • the user manipulates cursor 514 to highlight a particular selection, and then performs a selection action to place the outcomes in the selected outcomes window. While specifics of the selection means may vary in different embodiments, those skilled in the art will recognize that list manipulation and item selection are well known in the art. Techniques for manipulating lists and selecting items therefrom may include, but are not limited to, a keyboard, mouse, trackball, buttons, and touch screen interface.
  • FIG. 7 shows a subsequent step for the embodiment of FIG. 6 .
  • the result of the contest shown in contest display window 502 in FIG. 5 has now occurred, and is displayed in the selected outcomes window 512 .
  • a new contest is displayed in the contest display window 502 of FIG. 7 .
  • Real game information window 510 is updated to show the new information.
  • base indication 511 now shows a runner on second base, via the circle image on the second base position of the base indication 511 .
  • Virtual game status window 504 now shows updated information pertaining to the virtual game.
  • the current percentage of correct predictions 505 has increased as compared with that shown in FIG. 5 , since the user had a double (2B) as one of his predictions, and a double had occurred in the real game.
  • the current streak 507 is updated to indicate one correctly predicted outcome. If the user predicts the next outcome correctly, the current streak 507 will display “2 correct.” If the user incorrectly predicts the next outcome, the current streak 507 will display “1 incorrect.”
  • FIG. 8 shows an alternative embodiment of a client user interface 600 .
  • This is a real game video baseball embodiment, and comprises real game video display window 620 , which shows video of the real game, as the user plays along with the virtual game.
  • the video delivery can be accomplished via known video streaming techniques such as HTTP or RTSP protocols.
  • the video delivery can be through a streaming protocol such as HTTP or RTSP, or via RF through cable, satellite, or terrestrial broadcasting.
  • the user interface 600 also comprises outcome value window 608 , which displays point values for each corresponding outcome in available outcome window 508 . For example, in FIG.
  • Virtual game status window 626 shows current total points for the user 628 , as well as current total points for “friends” 630 , and 632 .
  • the friends are defined by a user profile stored in user database 105 .
  • a group average 634 is computed and displayed on all participating client devices.
  • the group on which the group average is computed is a television audience.
  • Virtual game status window 626 may also show the score of an automated predictor 636 .
  • the automated predictor is a computer program executing on virtual game server 106 , which generates automatic predictions about the real game.
  • the automated predictor utilizes the information from live game data server 104 and statistics database 102 .
  • the virtual game server 106 is computing a point value (as described in description of FIG. 3 )
  • the automated predictor program can use the lowest computed point value as the outcome to predict, since point value is intended to be inversely related to probability of occurrence (that is, the more unlikely the event is, the more points are awarded for correctly guessing that outcome).
  • Selected outcomes window 622 displays information regarding which outcomes the user selected (similar to as described in description of FIG. 6 ), and is also used to preview the upcoming contest (in this case, pitcher Beckett vs. batter Hudson).
  • Play button 624 initiates the sequence of the steps for the user to select outcomes for the prediction in selected outcomes window 622 . Once the prediction window closes, the play button 624 becomes un-selectable (e.g. “grayed out”).
  • FIG. 9 shows an alternative embodiment of a client user interface 700 .
  • This is a real game video golf embodiment, and comprises real game video display window 620 , which shows video of the real golf game which corresponds to the virtual game being played.
  • Virtual game status window 926 operates similar to virtual game status window 626 , showing current total points for the user 928 , as well as current total points for “friends” 930 , and 932 , group average 934 and the score of an automated predictor 936 .
  • Contest information window 902 shows the current contest for which the prediction window is now closed (e.g. Tiger Woods on 14.sup.th hole). In the selected outcomes window 922 , the upcoming event, for which the prediction window is open, is shown.
  • the user invokes the play button 924 to make predictions, and optionally wager on those predictions, similar to the procedure described for FIGS. 5-8 .
  • the available outcomes are different than those for baseball, and comprise the number of strokes that a particular golfer will score on a particular hole on a golf course. These choices are shown in available outcome window 908 .
  • the corresponding point value for each outcome is shown in outcome value window 909 .
  • FIG. 10 is a flowchart indicating process steps for determining an event transition.
  • an event end signal is received.
  • the event end signal is received at the virtual game server 106 from the live game data server 104 whenever an out is made.
  • the criteria of an event end will change.
  • the event end signal comprises an indication that a golfer has completed the current hole.
  • step 1004 a check is made to see if the third out of the current inning (the criterion for determining if the contest is to be cancelled). If it is the third out, this is an “end event” that requires an event cancellation, since it results in the teams of the real game switching sides, and therefore the contest that was upcoming prior to the third out is cancelled in step 1006 . If it is not the third out, user interface information is updated in step 1008 .
  • the updated information may include the contest information window 502 , real game information window 510 , and the virtual game status window 504 (see FIG. 5 ).
  • step 1010 the prediction window for the current event opens. At this time, the users can now place predictions on the current contest.
  • step 1012 a start event is checked for.
  • a start event has not yet occurred, user predictions are received in step 1016 .
  • a start event e.g. a signal received from radar gun 420 based on the detection of a pitched ball, or VGO client 216
  • the prediction window is closed in step 1014 , and no further predictions on the current event are accepted by virtual game server 106 .
  • FIG. 17 is a flowchart indicating process steps for user login and play of the virtual game.
  • user login is received by the virtual game server 106 , if the credentials (e.g. username and password) are incorrect, the login process is terminated. If the login credentials are correct, in step 1706 , the user preferences are retrieved from user database 105 .
  • a live game selection is performed, in which the virtual game server receives the desired real game the user wishes to associate with the virtual game. For example, on a given day, there may be 10 baseball games scheduled, and the user selects which of those games he wants to predict, and hence “associate” his virtual game to.
  • the real game data is received in step 1710 (e.g. from live game data server 104 ).
  • participant e.g. pitchers, batters, etc. . . .
  • statistics are retrieved from the statistics database 102 .
  • point values for each available outcome are generated in step 1714 .
  • the user's selected predictions are received (e.g. from clients 108 , 110 , or 112 ).
  • the actual outcome of the contest in the real game is compared with the user selections received in step 1716 .
  • step 1720 the result of the comparison is checked. If the comparison matched (that is, the user made a correct prediction), points are awarded to the user in step 1722 .
  • process step 1724 a status update is posted to all interested clients.
  • the status update includes information such as the current user score. This information is sent to the user's client device (e.g. PC client 108 , TV client 110 , or mobile client 112 ). It is optionally sent to other clients, such as those of “friends” of the user, so that the friends can get an update of the user's score (see 630 and 632 of FIG. 6 ). In this way, the user can enjoy competition with other players of the virtual game that is associated with the same real game the user is watching.
  • client device e.g. PC client 108 , TV client 110 , or mobile client 112 . It is optionally sent to other clients, such as those of “friends” of the user, so that the friends can get an update of the user's score (see 630 and 632 of FIG.
  • FIGS. 11-16 Additional alternative embodiments of the invention are now described with respect to FIGS. 11-16 .
  • FIG. 11 is a flowchart 1100 showing the process steps for playing the game of the present invention.
  • the game of the present invention is played between two people, or two groups of people, to mirror the activity of the real sporting event.
  • the game of the present invention is well suited to sports that have defined plays, such as baseball and football.
  • step 1102 the players decide who designated as “home” and “visiting” teams. This determines which player (or group) goes first. In one embodiment, the team designated as “visiting” goes first.
  • a list of predictions is created. This list comprises a subset of possible outcomes that may occur. The level of detail of the predictions is chosen based on the desired virtual game difficulty level (e.g. “easy” or “difficult”). For example, in a baseball embodiment, a list of easy predictions may include: Out, Walk, Base Hit, and Home Run. To increase the level of difficulty, more detailed predictions are used. In an exemplary baseball embodiment, a difficult prediction list may include outcomes such as: Strike Out, Foul Out, Ground Out, Single, Double, etc.
  • each prediction is ranked, based on likelihood of occurrence. For example, an Out may be given a rank of 1, as the most likely prediction, a base hit may be given a rank of 4, a walk may be given a rank of 6, and a home run may be given a rank of 10.
  • the outcomes are ranked a priori.
  • the ranking of step 1106 is performed via a computer. The computer uses data pertaining to the current player(s) to assess appropriate rankings For example, in the case of baseball, when a known “slugger” is at bat, the Home Run Ranking may be 6. When a pitcher (who rarely hits a home run) is at bat, the Home Run Ranking may be increased to 12.
  • the ranking dynamically changes based on the specific players in the real game.
  • various factors such as batter batting average, pitcher strikeout percentage, the particular statistics of this batter against this pitcher, among others, can be used to choose a ranking based on the current activity of the real game.
  • step 1108 the player(s) select a subset of predictions from the list created in step 1104 to form a subset list.
  • the goal of the virtual game is to have the outcome of the next play of the real game match one of the predictions in the subset list.
  • step 1110 after the particular play of the real game has transpired, the outcome of the real game is compared to the predictions in the subset list (that was generated in step 1108 ). If the outcome is present in the list, then the process proceeds to step 1112 , where the number of points earned is computed. In one embodiment, the number of points earned is simply the ranking For example, if in the real game, the batter got a single, and in the ranking step 1106 , a single was given a rank of 3, then the players earn 3 points for their correct prediction. In step 1114 , the points earned in step 1112 are added to the total score, to create a running total. The process then proceeds to step 1122 , which is explained in an upcoming paragraph.
  • step 1116 the process proceeds to step 1116 .
  • the number of incorrect predictions is incremented by one.
  • the process proceeds to step 1118 , where the number of incorrect predictions is compared to a predetermined threshold value.
  • the predetermined threshold value is selectable, but preferably matched to the theme of the real game. For example, in a baseball embodiment, the predetermined threshold is preferably 3 to correspond to the 3 outs of baseball. In a football embodiment, it is 4, to correspond to four downs of football. If the number of incorrect predictions exceeds the predetermined value, the current player's turn is over, and the process then proceeds to step 1122 .
  • step 1122 an evaluation is made to determine if the virtual game is over.
  • the virtual game is over after a predetermined number of turns of each player. In one baseball embodiment of the game of the present invention, each player (or group) gets 5 turns. The virtual game is also over if the real game ends. If the virtual game is over, the process proceeds to step 1130 , where a winner is determined based on which player (or group) has the higher score. If the virtual game is not over, then the process proceeds to step 1126 , where the players switch sides, that is, the current player (or group) cedes their turn to the opposing player (or group), and the virtual game process repeats.
  • FIG. 12 is a flowchart 1200 showing process steps for an alternative method for playing the game of the present invention.
  • some process steps have been removed from the process described by FIG. 11 .
  • steps 1102 and 1126 are removed.
  • the notion of “switching sides” is not present in this embodiment.
  • each player or group plays as long as the real game continues, or some other predetermined stopping point (e.g. time of day, number of plays predicted, etc.). In this case, each player (or group) plays against each other. At the end of the virtual game, the player with the highest score is the winner.
  • the steps present in FIG. 12 are similar to like numbered steps of FIG. 11 , and the aforementioned explanation of each of those steps also applies to the process illustrated in FIG. 12 .
  • FIG. 13 is a flowchart 1300 showing process steps for calculating the rank of predictions in accordance with an exemplary baseball embodiment of the present invention.
  • This process is preferably performed by a computer system comprising a means to access player statistics, as well as a means to access live game data.
  • the overall average of the current batter is obtained (e.g. from a local or online database).
  • the average of the current batter against the opposing team is obtained.
  • the average of the current batter against the opposing pitcher is obtained.
  • the opposing team and opposing pitcher statistics are analyzed to determine if they should be included in the rank calculations. For example, if the current batter has never faced the opposing pitcher before, or faced that pitcher less than a predetermined number of times (e.g. less than 5 times), then the average of the current batter against the opposing pitcher is not included in the rank calculation.
  • a predetermined number of times e.g. less than 5 times
  • the rank calculation is then performed in step 1342 , as: T ⁇ (X*Bo+Y*Bt+Z*Bp), where X is a ranking factor for Bo, the overall batting average, Y is a ranking factor for Bt, the batting average against the opposing team, and Z is a ranking factor for Bp, the batting average against the opposing pitcher.
  • the formula then provides the result of 6.753, which is optionally rounded to 7, to provide a rank of 7 for the outcome of a base hit under these circumstances.
  • a player with a higher batting average will generate a base hit ranking lower than that of a player with a lower batting average, since there is a greater probability of the batter with the higher batting average to get a base hit, hence the ranking is lower.
  • a similar approach is used for other ranking other predictions, such as a walk or a home run, for example.
  • FIG. 14 shows a block diagram of an exemplary system 1400 for playing the game of the present invention.
  • Computer system 1404 may take the form of a desktop or laptop computer, or mobile device such as a telephone or portable digital assistant (PDA).
  • Computer system 1404 communicates with statistics database 1408 , and live game data feed 1412 , via communications network 1416 .
  • Communications network 1416 may be the Internet, or another network, such as a proprietary wireless network of a mobile phone provider.
  • the live game feed data is provided by a content provider in a computer-readable format, such as XML data. Live game feed data is currently known in the art. Examples of such services include “Game Channel” by YAHOO (Sunnyvale, Calif.).
  • the statistics database 1408 comprises a database storing the pertinent statistics for each player.
  • computer system 1404 provides a user display (not shown) and user input means (not shown) for presenting data to a user, and allowing a user to provide input to act on that data (e.g. making selections to form a subset list as in step 1108 .
  • user input means not shown
  • FIG. 15 shows an exemplary scorekeeping user interface 1500 of a baseball embodiment of the present invention.
  • the user interface is implemented in the form of a writable medium such as a dry-erase board, cardboard, or paper tablet. No computer or subscription to a service provider is required.
  • the user interface 1500 has a pre-printed list of predictions (e.g.: possible outcomes) 1554 .
  • the player selects one outcome, in this case indicated as 1554 A (“double”). If the next play of the real game is a double, the player awards a point for the corresponding team in information area 1556 .
  • information area 1558 is optionally superimposed on an image 1562 of a sports venue.
  • the sports venue would be that of the team which is hosting the real game.
  • the image 1562 would be that of Shea Stadium.
  • information areas 1556 and 1558 are optionally rendered to resemble stadium scoreboards.
  • User interface 1500 may also be implemented on a computer, such as a PC or laptop, or mobile device such as a mobile telephone, without departing from the scope of the present invention.
  • Pre-printed list 1554 is by no means exhaustive. Other possible outcomes listed may include, but are not limited to, stolen base, pickoff, dropped third strike, and hit by pitch, to name a few.
  • FIG. 16 shows an alternative embodiment of the present invention.
  • the players are awarded “bases.”
  • the likelihood of a particular outcome determines how many bases are awarded.
  • scorekeeping user interface 1600 has a pre-printed list of predictions 1654 .
  • Prediction list 1654 has an event column 1656 that lists various outcomes of a play. Each outcome has a corresponding base value in the bases column 1658 .
  • a single is worth one base, and a double is worth two bases, etc.
  • a triple is actually worth more bases than a home run. This is because a triple is a less frequent occurrence than a home run.
  • the base hits can map directly to a base value in column 1658 (i.e., a triple would be three bases, and a home run would be four bases).
  • First base 1603 , second base 1606 , third base 1609 , and home plate 1611 are preferably rendered on a dry erase surface, or magnetic surface, so that base runner indicators may be conveniently added and removed as play of the game proceeds.
  • the player has correctly predicted event 1656 A (a strikeout), and indicates a two base outcome by base runner indicator 1615 .
  • base runner indicator 1615 may be hand drawn on a “dry erase” surface, such as a dry erase board.
  • the base runner indicator 1615 may be a magnet on a magnetic surface, or any other convenient fastening means.
  • the base runner indicator 1615 is integrated into the display. While many variations on the rules are possible, it is anticipated that a popular method of play is to advance each base runner indicator by the number of bases awarded for the current outcome. For example, given the scenario illustrated in FIG.

Abstract

An interactive sports-themed game is disclosed. The virtual game is associated with a real game, such as a baseball or golf game. Users play the virtual game, which is based on events in a real game that is followed by the users simultaneously as they play the virtual game. In one embodiment, the real game is a baseball game. In another embodiment, the real game is a golf game. A server communicates with clients to allow multiple users to compete in the virtual game via the use of client devices. In one embodiment, the game involves generating a list of predicted outcomes of the next play of a live sporting event, ranking the list, selecting one or more of the predicted outcomes to form a subset list. The outcome of the next play of the live sporting event is then compared to the subset list, and the player of the interactive sports-themed game is awarded points if the outcome of the play of the live sporting event matches one of the predictions in the subset list.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application is a continuation of Ser. No. 14/159,087, which is a continuation application of U.S. patent application Ser. No. 12/462,906 filed Aug. 11, 2009, now U.S. Pat. No. 8,634,943, which is a continuation-in-part of U.S. patent application Ser. No. 12/150,723, filed on Apr. 30, 2008 now U.S. Pat. No. 7,909,332, which claims benefit to U.S. provisional patent application 60/927,206, filed May 2, 2007.
  • FIELD OF THE INVENTION
  • The present invention relates generally to games. More particularly, the present invention pertains to game involving predicting the outcome of a live sporting event.
  • BACKGROUND
  • Activities based on predicting the outcome of sporting events are popular in today's culture. The motivation for these activities may include gambling, but may also include general amusement and entertainment purposes. Sporting events generate revenue by various means, such as ticket sales, concession sales (e.g. food and beverages), and advertising, among others. An activity that promotes the attendance and/or receiving broadcasts of live sporting events can add value to advertising, especially towards the latter parts of a sporting event. In many cases, if a sporting event turns out to be a one-sided “blowout,” attendance and the number of viewers may plummet, thereby decreasing the effect of advertising. Therefore, it is desirable to provide an activity that promotes an audience engagement in a sporting event, regardless of the outcome of the event itself.
  • SUMMARY OF THE INVENTION
  • The main concept of the game of the present invention is to increase the fan's involvement in a live sporting event. The game of the present invention provides each player the opportunity of becoming interactive with each play of the real game. Beyond simply entertainment, the game of the present invention serves to keep fans in the seats or watching the game on television, since they are involved in every play of the real game. Unlike typical “fantasy” games that depend on the players of the fantasy game to select real players that perform well, the outcome of the game of the present invention is directly related to knowledge of the game, and is not dependent on good performance from a particular subset of athletes.
  • In one aspect of the present invention, the present invention provides for a game. The game comprises the steps of:
  • generating a list of predicted outcomes of the next play of a live sporting event;
  • selecting one or more of the predicted outcomes to form a subset list;
  • comparing the result of a real game to the predictions within the subset list; and
  • awarding a point to a player if there is a match between the result of the real game, and one of the predictions within the subset list.
  • In another aspect of the present invention, the present invention provides for ranking the list of predicted outcomes by assigning a value to each predicted outcome, based on the likelihood of occurrence, wherein the likelihood of occurrence is inversely related to the assigned value.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • In the drawings accompanying the description that follows, often both reference numerals and legends (labels, text descriptions) may be used to identify elements. If legends are provided, they are intended merely as an aid to the reader, and should not in any way be interpreted as limiting.
  • FIGS. 1-4 show block diagrams of systems in accordance with various embodiments of the present invention.
  • FIGS. 5-9 show embodiments of a client user interface in accordance with various embodiments of the present invention.
  • FIG. 10 is a flowchart indicating process steps for determining an event transition.
  • FIG. 11 is a flowchart showing the process steps for playing the game of an alternative embodiment of the present invention.
  • FIG. 12 is a flowchart showing process steps for an alternative method for playing the game of an alternative embodiment of the present invention.
  • FIG. 13 is a flowchart showing process steps for ranking predictions in accordance with an alternative embodiment of the present invention.
  • FIG. 14 shows a block diagram of an exemplary system for playing the game of an alternative embodiment of the present invention.
  • FIG. 15 shows an exemplary scorekeeping user interface of a baseball embodiment of an alternative embodiment of the present invention.
  • FIG. 16 shows an alternative embodiment of an alternative embodiment of the present invention.
  • FIG. 17 is a flowchart indicating process steps for user login and play of the virtual game.
  • DETAILED DESCRIPTION
  • In the ensuing description, the terms “real game” or “live game” refer to the live sporting event of which the events are being predicted. The term “virtual game” pertains to the interactive sports-themed game of the present invention. The term “user” pertains to a person playing a “virtual game.” It is to be understood that, unless specifically stated to be otherwise, the term “player” in the context of the virtual game, may refer to a single person, or group of people. The term “event” pertains to a particular “contest” within a game, such as a pitcher facing a batter in baseball, or a golfer playing a hole on a golf course. The term “result” or “outcome” as it pertains to a “real game” refers to a play of the live sporting event (e.g. a “triple” in baseball, or an “interception” in football).
  • The basic concept of play of the virtual game is that a user is presented multiple possible outcomes of an event, and selects a subset of those possible outcomes prior to the event transpiring. Upon completion of the event, the subset of outcomes selected by the user is compared with the result of the transpired event. The user is awarded points if the result of the transpired event matches one of the events in the subset of outcomes selected by the user.
  • In one embodiment of the present invention, a user plays the virtual game on a mobile client, such as a mobile phone. In another embodiment of the present invention, a user plays the virtual game on a television, or television set top box. In yet another embodiment of the present invention, a PC (personal computer) client is used.
  • FIG. 1 shows a block diagram of a system 100 in accordance with an embodiment of the present invention. System 100 comprises a statistics database 102, live game data server 104, virtual game server 106, and user database 105. While each database and server is indicated as a separate entity, those skilled in the art will recognize that the various server and database functions may be contained within a single computer, or distributed over a plurality of computers, without departing from the scope and purpose of the present invention.
  • Statistics database 102 contains current data on players of the real game. For example, in the case of a virtual game based on a major league baseball game, the statistics database comprises current baseball statistics for major league players. Such statistics may include, but are not limited to, batting average, ERA, slugging percentage, on base percentage, RBIs, number of walks, number of each category of hit, and number of strikeouts, to name a few. The statistics may be further categorized according to type of pitcher or hitter faced (e.g. left handed, right handed, etc.), or categorized according to a particular matchup (e.g. the batting average of a particular hitter when facing a particular pitcher).
  • Live game data server 104 provides the events of a real game in real time. The live game feed data is provided by a content provider in a computer-readable format, such as XML data. Live game feed data is currently known in the art. Examples of such services include “Game Channel” by YAHOO (Sunnyvale, Calif.). The live data includes the current contest (e.g. which batter is facing which pitcher), as well as the score, and time remaining (where applicable). In the case of baseball, the current inning, and number of outs are provided.
  • Virtual game server 106 aggregates information from statistics database 102 and live game data server 104 and presents data to one or more clients (108, 110, and 112) via communications network 114. In one embodiment, communications network 114 comprises the Internet. In one embodiment, virtual game server stores data pertaining to each user (player of the virtual game) in user database 105. Data stored in user database 105 may include, but is not limited to, user name, user e-mail address, user phone number, user score, and user friends (other players of the virtual game). Other virtual game preferences may also be stored in user database 105.
  • Mobile client 112, TV client 110, and PC client 108 are virtual game clients that (generally referred to as “clients”) provide an interface for the user to play the virtual game while following along with the real game. This encourages more involvement in watching the real game, even when the score of the real game may not be that close. By keeping fans engaged in the real game for a longer period, effectiveness of advertising during the real game is potentially improved, especially in the case of a real game where the score is not close. This is because users interested in the virtual game will continue to watch the real game, even if the eventual outcome of the real game is already surmised.
  • PC client 108 comprises a personal computer such as a desktop, laptop, or netbook, for example. In one embodiment, the user accesses a website via a browser to log on, and play the virtual game. TV Client 110 may be integrated into a digital television, or alternatively, may reside as an application in a digital television set top box (STB). Mobile client 112 is preferably a mobile telephone such as a so-called “smart phone” such as an iPhone, which is produced by APPLE, Inc., of Cupertino, Calif. In the case of a mobile client, the communication between the mobile client 112 and the virtual game server 106 may comprise use of a cellular network to communicate with the Internet.
  • The virtual game server 106 is the heart of the “backend” processing. It receives login data from a user on a client, and checks credentials within the user database 105. When the credentials have been validated, user preferences are then retrieved. These preferences may include, but are not limited to, position of various user interface elements, font sizes and styles, and a list of other players that the user can “play along with.” The user selects a live game to use for predicting outcomes. The virtual game server then retrieves the appropriate live game data from the live game data server 104. The live game data includes participants in a particular contest (e.g. a particular batter and pitcher in a baseball game). The virtual game server then retrieves appropriate statistics for the participants from the statistics database 102. Using the statistics from statistics database 102, the virtual game server 106 generates point values for each possible outcome based on likelihood of occurrence, and presents the choices to the user on a client. In one embodiment, the virtual game server 106 provides data via HTTP to the client. The data may comprise HTML pages, XML data, or other suitable formats.
  • Once the user chooses one or more possible outcomes, and performs a “play” action via the user interface of a client (108, 110, or 112), the client transmits the user's outcome choices to the virtual game server 106. Once the actual event transpires, as indicated by updated data from live game data server 104, the virtual game server 106 then compares the actual outcome with those selected by the user, and awards the user the corresponding number of points, based on the generated point values for each outcome. The virtual game server 106 then posts a status update to all subscribed clients to reflect the change in the user's current score and success percentage.
  • FIG. 2 shows a block diagram of a system 200 in accordance with an additional embodiment of the present invention. System 200 is similar to system 100, but further comprises a Virtual Game Official (VGO) client 216. The VGO client supports a virtual game official, which is a live person who officiates the virtual game. During play, the VGO watches the live game, and updates various parameters according to what is observed in the live game. Examples of things the VGO can control include, but are not limited to, the available outcomes presented to the user for a given contest, and the opening and closing of the prediction window for a contest. The prediction window is defined as the period of time during which a user is permitted to make a prediction for a given contest. A contest is defined as an event involving one or more live game players. Examples of an event include a pitcher-hitter match-up, or a golfer attempting to play a particular hole on a golf course. There is flexibility in the rules of the virtual game. In one embodiment pertaining to baseball, the prediction window is opened when the prior contest starts, and closes when the current contest starts. In that embodiment, virtual game players must make their predictions prior to the start of the contest. In one embodiment, the start of the contest is defined as the point when the pitcher releases the first pitch to a batter for a particular at bat. The VGO can open and close the windows by executing commands on the VGO client 216 which direct the Virtual Game Server 106 to control the virtual game player's clients (108, 110, 112). The VGO can also respond to last-minute lineup changes to cancel a contest that currently has an open prediction window, and replace it with a new contest. Examples of this include pitcher and/or batter substitutions that frequently occur in baseball games. In another embodiment, the prediction window is always open, and predictions on the current contest may be made at any time. This mode of play is suited for a casual, non-competitive environment.
  • FIG. 3 shows a block diagram of a system 300 in accordance with an additional embodiment of the present invention. System 300 is similar to system 200, but further comprises a gaming server 318. The purpose of the gaming server 318 is to provide control for live gambling on virtual game results. Monies or prizes may be awarded on points scored in the virtual game, or on a contest-by-contest basis. In the contest-by-contest embodiment, users have an opportunity to place a wager prior to the start of a contest, and win if the actual outcome of the contest matches one of the outcomes the user had chosen. The amount won can depend on the number of points awarded for a particular correctly chosen outcome. The number of points awarded for a particular outcome is calculated by the virtual game server 106 based on data from the live game data server 104 and the statistics database 102. For example, for a given player, the number of points awarded for a particular outcome may be calculated by:

  • P=S−[INT]S*X/T
  • where P is the number of points, S is a scale factor, and X is the number of times a player achieved a particular outcome (e.g. a single, double, walk, etc. . . . ), and T is the total number of trips to the plate (at bats). Therefore, X/T is a success ratio, and by subtracting the success ratio from a scale factor, a point value is calculated. For example, if S is 10, X, for a single, is 14, and T is 33, then P is calculated as:

  • P=10−[INT]10*14/33=10−[INT]4.2424=10−4=6
  • Therefore, for that particular player, the points awarded for a single is 6. As can be seen, the higher percentage of singles a player gets, the fewer points are awarded for correctly guessing that outcome. Other metrics that may be used to calculate point values include, but are not limited to, slugging percentage (SLG), on base percentage (OBP), and on base plus slugging (OPS).
  • The point values for each possible outcome are transmitted from the virtual game server 106 to the gaming server 318. The gaming server 318 handles transactions and accounts for the bettors, and an enables separate business organizations to operate the virtual game network, and the gambling operation. In one embodiment, communications network 114 may be a private network (as opposed to the Internet), and all the virtual player clients may comprise TV clients 110 and PC clients 108. By eliminating mobile clients and using a private network, it facilitates constraining virtual game play to occur in a specific jurisdiction. An example is to confine play to within hotel rooms at a particular hotel in Las Vegas Nev., or other jurisdiction where sports-betting is legal and preventing wagering on the virtual game from outside of the desired jurisdiction. Another embodiment includes mobile clients, and utilizes location reporting information within the mobile client (e.g., the GPS within a mobile phone) to determine if the mobile client is within the correct jurisdiction.
  • FIG. 4 shows a block diagram of a system 400 in accordance with an additional embodiment of the present invention. System 400 is similar to system 300, but further comprises a radar gun 420, which is configured to communicate to virtual game server 106 via communications network 114. In this embodiment, the closing of the prediction window is performed automatically by radar gun 420. The prediction window for a given contest C.sub.x opens when contest C.sub.x−1 ends. For example, if contest C.sub.x−1 was ended by a fly out, then as soon as the ball was caught, the VGO would open the prediction window for context C.sub.x via VGO client 216, which sends instructions to virtual game server 106, which in turn sends commands to clients (108, 110, 112) to indicate the open prediction window for contest C.sub.x to the virtual game players. In this embodiment, instead of having the VGO close the window manually by observing when the first pitch of an at bat was thrown, the radar gun 420 sends a “pitch thrown” event to the virtual game server once the pitch is detected, and the virtual game server 106 closes the prediction window in response to the pitch thrown event. Various produced models of radar gun may be suitable for radar gun 420. For example the SR3600 by SPORTS RADAR LTD of Homosassa, Fla. provides a data port that may be used to transmit radar data to a local computer (not shown), which then transmits the data to virtual game server 106 to signal a “pitch thrown,” and hence, the closing of the prediction window. It is contemplated that a radar gun with integrated communication (e.g. built in WiFi), may be able to communicate with virtual game server 106 without the need for a local computer.
  • FIG. 5 shows an embodiment of a client user interface 500. This is a non-video baseball embodiment, in that no live video is displayed on the user interface. This interface is intended for situations where a live video feed is available (e.g. on the user's television), or when a user is attending the real game and watching it live (e.g. at a stadium). IN this user interface, a contest information window 502 displays information about the current contest. In FIG. 5, the contest information 502 displays information for a pitcher named Beckett, throwing against a batter named Thome. Available outcome window 508 shows a list of available outcomes the user may select. In FIG. 5, the available options shown are single (1B), double (2B), triple (3B), home run (HR), and walk (BB). In one embodiment, additional outcomes may be displayed by invoking a scrolling or paging control (not shown) on the user interface.
  • Real game information window 510 shows information pertaining to the real game. In FIG. 5, a current score between two baseball teams is shown, along with the current inning. A graphical indication, such as base indication 511, may be used to convey current base runner information.
  • Virtual game status window 504 shows information pertaining to the virtual game. In the embodiment of FIG. 5, the current percentage of correct predictions 505 for the user is shown, as well as the current streak 507, which conveys how many of the previous outcomes had the same result (correct or incorrect).
  • Selected outcomes window 512 shows the current outcome (or outcomes) the user has selected as the prediction for the contest indicated in contest display window 502.
  • Optional advertisement window 506 displays advertisements which may change periodically during play of the virtual game. In one embodiment, the advertisements are targeted, based on user preferences stored in user database 105. In this way, improved advertising revenue is possible. In one contemplated business model, users create an account in order to play the virtual game, and provide some personal preferences or other demographic information which is then used to select advertisements that are most appropriate for that particular user.
  • FIG. 6 shows a subsequent step for the embodiment of FIG. 5. In FIG. 6, the Selected outcomes window 512 shows 3 selections (1B, 2B, BB). The user manipulates cursor 514 to highlight a particular selection, and then performs a selection action to place the outcomes in the selected outcomes window. While specifics of the selection means may vary in different embodiments, those skilled in the art will recognize that list manipulation and item selection are well known in the art. Techniques for manipulating lists and selecting items therefrom may include, but are not limited to, a keyboard, mouse, trackball, buttons, and touch screen interface.
  • FIG. 7 shows a subsequent step for the embodiment of FIG. 6. In FIG. 7, the result of the contest shown in contest display window 502 in FIG. 5 has now occurred, and is displayed in the selected outcomes window 512. A new contest is displayed in the contest display window 502 of FIG. 7.
  • Real game information window 510 is updated to show the new information. In this case, as base indication 511 now shows a runner on second base, via the circle image on the second base position of the base indication 511.
  • Virtual game status window 504 now shows updated information pertaining to the virtual game. In FIG. 7, the current percentage of correct predictions 505 has increased as compared with that shown in FIG. 5, since the user had a double (2B) as one of his predictions, and a double had occurred in the real game. The current streak 507, is updated to indicate one correctly predicted outcome. If the user predicts the next outcome correctly, the current streak 507 will display “2 correct.” If the user incorrectly predicts the next outcome, the current streak 507 will display “1 incorrect.”
  • FIG. 8 shows an alternative embodiment of a client user interface 600. This is a real game video baseball embodiment, and comprises real game video display window 620, which shows video of the real game, as the user plays along with the virtual game. For a mobile client 112 or PC client 108, the video delivery can be accomplished via known video streaming techniques such as HTTP or RTSP protocols. For a TV client 110, the video delivery can be through a streaming protocol such as HTTP or RTSP, or via RF through cable, satellite, or terrestrial broadcasting. The user interface 600 also comprises outcome value window 608, which displays point values for each corresponding outcome in available outcome window 508. For example, in FIG. 8, a single has a point value of 3, a double has point value of 4, and triple has a point value of 6, etc. In this case, a user earns 4 points for correctly predicting a double, and 6 points for correctly predicting a triple. Virtual game status window 626 shows current total points for the user 628, as well as current total points for “friends” 630, and 632. The friends are defined by a user profile stored in user database 105. In one embodiment, a group average 634 is computed and displayed on all participating client devices. In one embodiment, the group on which the group average is computed is a television audience. Virtual game status window 626 may also show the score of an automated predictor 636. In one embodiment, the automated predictor is a computer program executing on virtual game server 106, which generates automatic predictions about the real game. The automated predictor utilizes the information from live game data server 104 and statistics database 102. In an embodiment where the virtual game server 106 is computing a point value (as described in description of FIG. 3), the automated predictor program can use the lowest computed point value as the outcome to predict, since point value is intended to be inversely related to probability of occurrence (that is, the more unlikely the event is, the more points are awarded for correctly guessing that outcome).
  • Selected outcomes window 622 displays information regarding which outcomes the user selected (similar to as described in description of FIG. 6), and is also used to preview the upcoming contest (in this case, pitcher Beckett vs. batter Hudson). Play button 624 initiates the sequence of the steps for the user to select outcomes for the prediction in selected outcomes window 622. Once the prediction window closes, the play button 624 becomes un-selectable (e.g. “grayed out”).
  • FIG. 9 shows an alternative embodiment of a client user interface 700. This is a real game video golf embodiment, and comprises real game video display window 620, which shows video of the real golf game which corresponds to the virtual game being played. Virtual game status window 926 operates similar to virtual game status window 626, showing current total points for the user 928, as well as current total points for “friends” 930, and 932, group average 934 and the score of an automated predictor 936. Contest information window 902 shows the current contest for which the prediction window is now closed (e.g. Tiger Woods on 14.sup.th hole). In the selected outcomes window 922, the upcoming event, for which the prediction window is open, is shown. The user invokes the play button 924 to make predictions, and optionally wager on those predictions, similar to the procedure described for FIGS. 5-8. In this embodiment, pertaining to golf, the available outcomes are different than those for baseball, and comprise the number of strokes that a particular golfer will score on a particular hole on a golf course. These choices are shown in available outcome window 908. The corresponding point value for each outcome is shown in outcome value window 909.
  • FIG. 10 is a flowchart indicating process steps for determining an event transition. In step 1002 an event end signal is received. In one embodiment pertaining to baseball, the event end signal is received at the virtual game server 106 from the live game data server 104 whenever an out is made. For other sports, the criteria of an event end will change. For example, in a golf embodiment, the event end signal comprises an indication that a golfer has completed the current hole.
  • In step 1004, a check is made to see if the third out of the current inning (the criterion for determining if the contest is to be cancelled). If it is the third out, this is an “end event” that requires an event cancellation, since it results in the teams of the real game switching sides, and therefore the contest that was upcoming prior to the third out is cancelled in step 1006. If it is not the third out, user interface information is updated in step 1008. The updated information may include the contest information window 502, real game information window 510, and the virtual game status window 504 (see FIG. 5). In step 1010 the prediction window for the current event opens. At this time, the users can now place predictions on the current contest. In step 1012, a start event is checked for. If a start event has not yet occurred, user predictions are received in step 1016. When a start event occurs (e.g. a signal received from radar gun 420 based on the detection of a pitched ball, or VGO client 216), the prediction window is closed in step 1014, and no further predictions on the current event are accepted by virtual game server 106.
  • FIG. 17 is a flowchart indicating process steps for user login and play of the virtual game. In step 1702, user login is received by the virtual game server 106, if the credentials (e.g. username and password) are incorrect, the login process is terminated. If the login credentials are correct, in step 1706, the user preferences are retrieved from user database 105. In process step 1708, a live game selection is performed, in which the virtual game server receives the desired real game the user wishes to associate with the virtual game. For example, on a given day, there may be 10 baseball games scheduled, and the user selects which of those games he wants to predict, and hence “associate” his virtual game to. Once the real game is selected, the real game data is received in step 1710 (e.g. from live game data server 104). In step 1712 participant (e.g. pitchers, batters, etc. . . . ) statistics are retrieved from the statistics database 102. Based on the statistical data from statistics database 102, and the live game data received at step 110, point values for each available outcome are generated in step 1714. In step 1716 the user's selected predictions are received (e.g. from clients 108, 110, or 112). In step 1718 (one the contest of the real game has transpired), the actual outcome of the contest in the real game is compared with the user selections received in step 1716. In step 1720, the result of the comparison is checked. If the comparison matched (that is, the user made a correct prediction), points are awarded to the user in step 1722. In process step 1724, a status update is posted to all interested clients. The status update includes information such as the current user score. This information is sent to the user's client device (e.g. PC client 108, TV client 110, or mobile client 112). It is optionally sent to other clients, such as those of “friends” of the user, so that the friends can get an update of the user's score (see 630 and 632 of FIG. 6). In this way, the user can enjoy competition with other players of the virtual game that is associated with the same real game the user is watching.
  • Additional alternative embodiments of the invention are now described with respect to FIGS. 11-16.
  • FIG. 11 is a flowchart 1100 showing the process steps for playing the game of the present invention. In this embodiment, the game of the present invention is played between two people, or two groups of people, to mirror the activity of the real sporting event. The game of the present invention is well suited to sports that have defined plays, such as baseball and football.
  • In step 1102, the players decide who designated as “home” and “visiting” teams. This determines which player (or group) goes first. In one embodiment, the team designated as “visiting” goes first.
  • In step 1104, a list of predictions is created. This list comprises a subset of possible outcomes that may occur. The level of detail of the predictions is chosen based on the desired virtual game difficulty level (e.g. “easy” or “difficult”). For example, in a baseball embodiment, a list of easy predictions may include: Out, Walk, Base Hit, and Home Run. To increase the level of difficulty, more detailed predictions are used. In an exemplary baseball embodiment, a difficult prediction list may include outcomes such as: Strike Out, Foul Out, Ground Out, Single, Double, etc.
  • In step 1106, each prediction is ranked, based on likelihood of occurrence. For example, an Out may be given a rank of 1, as the most likely prediction, a base hit may be given a rank of 4, a walk may be given a rank of 6, and a home run may be given a rank of 10. In one embodiment of the game of the present invention, the outcomes are ranked a priori. In another embodiment of the game of the present invention, the ranking of step 1106 is performed via a computer. The computer uses data pertaining to the current player(s) to assess appropriate rankings For example, in the case of baseball, when a known “slugger” is at bat, the Home Run Ranking may be 6. When a pitcher (who rarely hits a home run) is at bat, the Home Run Ranking may be increased to 12. In this way, the ranking dynamically changes based on the specific players in the real game. In a baseball embodiment, various factors, such as batter batting average, pitcher strikeout percentage, the particular statistics of this batter against this pitcher, among others, can be used to choose a ranking based on the current activity of the real game.
  • In step 1108, the player(s) select a subset of predictions from the list created in step 1104 to form a subset list. The goal of the virtual game is to have the outcome of the next play of the real game match one of the predictions in the subset list.
  • In step 1110, after the particular play of the real game has transpired, the outcome of the real game is compared to the predictions in the subset list (that was generated in step 1108). If the outcome is present in the list, then the process proceeds to step 1112, where the number of points earned is computed. In one embodiment, the number of points earned is simply the ranking For example, if in the real game, the batter got a single, and in the ranking step 1106, a single was given a rank of 3, then the players earn 3 points for their correct prediction. In step 1114, the points earned in step 1112 are added to the total score, to create a running total. The process then proceeds to step 1122, which is explained in an upcoming paragraph.
  • If the outcome of the real game does not match any of the predictions in the subset list, then the process proceeds to step 1116. In this step, the number of incorrect predictions is incremented by one. In the next step, the process proceeds to step 1118, where the number of incorrect predictions is compared to a predetermined threshold value. The predetermined threshold value is selectable, but preferably matched to the theme of the real game. For example, in a baseball embodiment, the predetermined threshold is preferably 3 to correspond to the 3 outs of baseball. In a football embodiment, it is 4, to correspond to four downs of football. If the number of incorrect predictions exceeds the predetermined value, the current player's turn is over, and the process then proceeds to step 1122.
  • In step 1122, an evaluation is made to determine if the virtual game is over. The virtual game is over after a predetermined number of turns of each player. In one baseball embodiment of the game of the present invention, each player (or group) gets 5 turns. The virtual game is also over if the real game ends. If the virtual game is over, the process proceeds to step 1130, where a winner is determined based on which player (or group) has the higher score. If the virtual game is not over, then the process proceeds to step 1126, where the players switch sides, that is, the current player (or group) cedes their turn to the opposing player (or group), and the virtual game process repeats.
  • FIG. 12 is a flowchart 1200 showing process steps for an alternative method for playing the game of the present invention. In this embodiment, some process steps have been removed from the process described by FIG. 11. In particular, steps 1102 and 1126 are removed. The notion of “switching sides” is not present in this embodiment. In the embodiment of FIG. 12, each player or group plays as long as the real game continues, or some other predetermined stopping point (e.g. time of day, number of plays predicted, etc.). In this case, each player (or group) plays against each other. At the end of the virtual game, the player with the highest score is the winner. The steps present in FIG. 12 are similar to like numbered steps of FIG. 11, and the aforementioned explanation of each of those steps also applies to the process illustrated in FIG. 12.
  • FIG. 13 is a flowchart 1300 showing process steps for calculating the rank of predictions in accordance with an exemplary baseball embodiment of the present invention. This process is preferably performed by a computer system comprising a means to access player statistics, as well as a means to access live game data. In step 1334, the overall average of the current batter is obtained (e.g. from a local or online database). In step 1336, the average of the current batter against the opposing team is obtained. In step 1338, the average of the current batter against the opposing pitcher is obtained. In step 1340, the opposing team and opposing pitcher statistics are analyzed to determine if they should be included in the rank calculations. For example, if the current batter has never faced the opposing pitcher before, or faced that pitcher less than a predetermined number of times (e.g. less than 5 times), then the average of the current batter against the opposing pitcher is not included in the rank calculation.
  • The rank calculation is then performed in step 1342, as: T−(X*Bo+Y*Bt+Z*Bp), where X is a ranking factor for Bo, the overall batting average, Y is a ranking factor for Bt, the batting average against the opposing team, and Z is a ranking factor for Bp, the batting average against the opposing pitcher. T is a starting value that is greater than the possible value of the sum of the ranking factor products. For example, suppose T is 10 and the current values of X, Y, and Z are 3, 5, and 7 respectively. Suppose that the current batter's averages are Bo=0.333, Bt=0.297, and Bp=0.109. The formula then provides the result of 6.753, which is optionally rounded to 7, to provide a rank of 7 for the outcome of a base hit under these circumstances. As can be observed from the formula, a player with a higher batting average will generate a base hit ranking lower than that of a player with a lower batting average, since there is a greater probability of the batter with the higher batting average to get a base hit, hence the ranking is lower. A similar approach is used for other ranking other predictions, such as a walk or a home run, for example.
  • FIG. 14 shows a block diagram of an exemplary system 1400 for playing the game of the present invention. Computer system 1404 may take the form of a desktop or laptop computer, or mobile device such as a telephone or portable digital assistant (PDA). Computer system 1404 communicates with statistics database 1408, and live game data feed 1412, via communications network 1416. Communications network 1416 may be the Internet, or another network, such as a proprietary wireless network of a mobile phone provider. The live game feed data is provided by a content provider in a computer-readable format, such as XML data. Live game feed data is currently known in the art. Examples of such services include “Game Channel” by YAHOO (Sunnyvale, Calif.). The statistics database 1408 comprises a database storing the pertinent statistics for each player. As is known in the art, computer system 1404 provides a user display (not shown) and user input means (not shown) for presenting data to a user, and allowing a user to provide input to act on that data (e.g. making selections to form a subset list as in step 1108. In this way, it is possible to play the game of the present invention almost anywhere, such as on a mobile phone at a live event or other public venue, as well as at home on a PC or gaming console.
  • FIG. 15 shows an exemplary scorekeeping user interface 1500 of a baseball embodiment of the present invention. In one embodiment of the present invention, the user interface is implemented in the form of a writable medium such as a dry-erase board, cardboard, or paper tablet. No computer or subscription to a service provider is required. The user interface 1500 has a pre-printed list of predictions (e.g.: possible outcomes) 1554. In the simplest form, the player selects one outcome, in this case indicated as 1554A (“double”). If the next play of the real game is a double, the player awards a point for the corresponding team in information area 1556. If the next play of the real game is not a double, the player increments the outs and innings of the game of the present invention accordingly, in information area 1558. This information is optionally superimposed on an image 1562 of a sports venue. In one implementation, it is contemplated that the sports venue would be that of the team which is hosting the real game. For example, if the home team of the real game was the New York Mets, then the image 1562 would be that of Shea Stadium. In this case, information areas 1556 and 1558 are optionally rendered to resemble stadium scoreboards. User interface 1500 may also be implemented on a computer, such as a PC or laptop, or mobile device such as a mobile telephone, without departing from the scope of the present invention. Pre-printed list 1554 is by no means exhaustive. Other possible outcomes listed may include, but are not limited to, stolen base, pickoff, dropped third strike, and hit by pitch, to name a few.
  • FIG. 16 shows an alternative embodiment of the present invention. In this case, instead of simply awarding points for correct predictions, the players are awarded “bases.” The likelihood of a particular outcome determines how many bases are awarded. In this case scorekeeping user interface 1600 has a pre-printed list of predictions 1654. Prediction list 1654 has an event column 1656 that lists various outcomes of a play. Each outcome has a corresponding base value in the bases column 1658. In the example shown in FIG. 16, a single is worth one base, and a double is worth two bases, etc. Note that a triple is actually worth more bases than a home run. This is because a triple is a less frequent occurrence than a home run. In an alternative embodiment, the base hits can map directly to a base value in column 1658 (i.e., a triple would be three bases, and a home run would be four bases).
  • In general, the less likely an event is, the more bases are awarded if that event is correctly predicted. First base 1603, second base 1606, third base 1609, and home plate 1611 are preferably rendered on a dry erase surface, or magnetic surface, so that base runner indicators may be conveniently added and removed as play of the game proceeds.
  • In the example of FIG. 16, the player has correctly predicted event 1656A (a strikeout), and indicates a two base outcome by base runner indicator 1615. In one embodiment, base runner indicator 1615 may be hand drawn on a “dry erase” surface, such as a dry erase board. Alternatively, the base runner indicator 1615 may be a magnet on a magnetic surface, or any other convenient fastening means. In an electronic version (e.g. on a personal computer) the base runner indicator 1615 is integrated into the display. While many variations on the rules are possible, it is anticipated that a popular method of play is to advance each base runner indicator by the number of bases awarded for the current outcome. For example, given the scenario illustrated in FIG. 16, with a base runner indicator 1615 on second base 1606, if the next outcome were a single, the position of base runner indicator 1615 is moved to third base 1609. If the next outcome instead were a double or strike out (both events are worth two bases), then the base position would advance to home plate 1611, and a run would be indicated in information area 1556. In this embodiment, not only does the player predict a baseball outcome, but the scoring mechanism mimics that of the real game. In this embodiment, it is possible to “strand” base runners if three outs are made while base runners are on a base. In this way, the players become very engrossed in the baseball game on multiple levels, adding further fun and excitement to America's pastime.
  • Accordingly, the reader will see that the disclosed game and method of playing provide for an interactive experience that enhances the enjoyment of watching, or listening to, a live sporting event. Although the descriptions above contain specific details, these should not be construed as limiting the scope of the invention, but merely as providing illustrations of some of the presently preferred embodiments of this invention.

Claims (20)

What is claimed is:
1. A system comprising:
a computer system, the computer system configured to receive live game data via a communications network; and
a statistics database, the statistics database configured and disposed to communicate with the computer system;
wherein the computer system is configured to execute instructions that, when executed, perform the step of:
causing display of a plurality of possible outcomes, wherein there are associated point values for each of said outcomes;
wherein each outcome of the plurality of possible outcomes is associated with a point value such that higher point values are associated with outcomes having a lower probability of occurrence.
2. The system of claim 1 wherein the instructions, when executed, further perform the steps of:
receiving information indicative of a user selection of an outcome of the plurality of possible outcomes; and
responsive to receiving live game data via the communications network indicating that the outcome selected by the user occurred in the live game, adding the point value associated with the outcome selected by the user to a point total associated with the user to create an updated point total associated with the user.
3. The system of claim 2 wherein the instructions, when executed, further perform the steps of:
causing the display of the updated point total associated with the user.
4. The system of claim 1 wherein the plurality of possible outcomes are displayed on a mobile device.
5. The system of claim 2 wherein the information indicative of a user selection of an outcome of the plurality of possible outcomes is received from a mobile device.
6. The system of claim 1 wherein the live game data comprises data related to a baseball game.
7. The system of claim 6 wherein the list of possible outcomes comprises outcomes corresponding to an out, a walk, and a base hit.
8. The system of claim 6 wherein the list of possible outcomes comprises outcomes corresponding to a strike out, a foul out, and a ground out.
9. The system of claim 6 wherein the list of possible outcomes comprises outcomes corresponding to a single, a double, a triple, and a home run.
10. The system of claim 1 wherein a point value related to at least one possible outcome of the plurality of possible outcomes is determined based upon statistics from the statistics database regarding a player expected to be involved in the at least one outcome.
11. The system of claim 1 wherein the plurality of possible outcomes is determined at least in part based upon a selected game difficulty level.
12. The system of claim 1 wherein the associated point values for each of said outcomes are not displayed prior to selection by the user of an outcome.
13. A method comprising:
receiving live game data related to a live game via a communications network;
causing display of a plurality of possible outcomes associated with the live game, wherein there is a point value associated with each outcome of said plurality of possible outcomes, and wherein higher point values are associated with outcomes having a lower probability of occurrence;
receiving information indicative of a user selection of one outcome of the plurality of possible outcomes; and
responsive to receiving live game data via the communications network indicating that the corresponding outcome occurred in the live game, adding the point value associated with the user-selected outcome to a point total associated with the user.
14. The method of claim 13 wherein the instructions, when executed, further perform the steps of:
receiving information indicative of a user selection of one of the possible outcomes; and
responsive to receiving live game data via the communications network indicating that the outcome selected by the user occurred, adding the point value associated with the outcome selected by the user to a point total associated with the user to create an updated point total associated with the user.
15. The method of claim 14 wherein the instructions, when executed, further perform the steps of:
causing the display of the updated point total associated with the user.
16. The method of claim 13 wherein the plurality of possible outcomes are displayed on a mobile device.
17. The method of claim 14 wherein the information indicative of a user selection of an outcome of the plurality of possible outcomes is received via a mobile device.
18. The method of claim 13 wherein the associated point values for each of said outcomes are not displayed prior to selection by the user of an outcome.
19. The method of claim 13 wherein the list of possible outcomes comprises outcomes corresponding to a) an out, a walk, and a base hit, b) a strike out, a foul out, and a ground out, or c) to a single, a double, a triple, and a home run.
20. The method of claim 13 wherein a point value related to at least one possible outcome of the plurality of possible outcomes is determined based upon statistics from a statistics database regarding a player expected to be involved in the at least one outcome.
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US20140309001A1 (en) 2014-10-16

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