Patent classifications
A63F11/00
Avatar-based sports betting
Methods and systems are provided to display a real world event on a client device with avatars. Appropriate parameters for the real world event are provided and participants in the real world event are associated to avatars. As the real world event begins, a server is configured to provide information on the real world event to the client device, and the client device displays a representation of a virtual event using the avatars and the information received from the server.
System and method for sports wagering using dynamic real-time pricing and trading
A system for operating a sports gaming event using a graphical interface of a computing device application, the system including: a processor; and a memory coupled to the processor, wherein the memory stores instructions that, when executed by the processor, cause the processor to: receive sports data about a sporting event via a network; access a database of historical statistics relating to the sporting event and to players playing in the sporting event; select at least one betting scenario from a betting scenario database based on the sports data and the historical statistics; calculate an initial probability of the betting scenario occurring based on the sports data and the historical statistics; generate an initial price of the betting scenario based on the initial probability; display the betting scenario and the initial price on the graphical interface; and receive a response to the betting scenario from at least one user.
Group electronic game or poll using beverage sensors
A system includes a beverage sensor to distinguish one or more beverage states and to communicate the distinguished one or more beverage states to a processor as gameplay control inputs to the game.
SMART SPORT DEVICE
An Internet of Thing (IoT) sport device includes a body with a processor, a camera and a wireless transceiver coupled to the processor.
MANAGEMENT SYSTEM AND MANAGEMENT METHOD FOR PACKAGES OF SHUFFLED PLAYING CARDS
To prevent a loss or replacement of card packages while operating casinos using packages of multiple cards in the casinos or other card game facilities using card game tables, a management system for managing packages of shuffled playing cards is provided. The management system including a management control device stores ID codes attached to a plurality of packages brought into a management/storage box, constructs a database, reads the ID codes of the plurality of packages brought into the management/storage box at predetermined time intervals, confirms existence of each ID code registered in the database in the management/storage box, and manages the ID codes of the packages before use and the ID codes of the drawn packages.
Game program, game controlling method, and information processing apparatus
A game program causes a computer to set, if it is determined that a point based on a first action of the character of each of an own player and another player is greater than or equal to a predetermined value, a specific period from a time when an instruction to input a second action has been first accepted from the own player or the other player as a cooperation accepting period, to accept the instruction to input the second action up to a maximum number of times set for each cooperation player from a cooperation player other than the player who has instructed input of the second action, among the own player and the other player, during the cooperation accepting period, and to vary an effect of the second action in accordance with the number of times of the instruction to input the second action.
Gaming system, gaming device, and method for providing a sports-based card game
A gaming system, gaming device, and method using a deck of cards containing statistics and identifying information from real-world sports players is described. The cards in the deck may contain the player scores for a set of games or matches as well as other player-related information. The gaming system and device randomly generate a hand and randomly select one of the player's pre-determined scores for each of the cards. The user's score may be determined through a variety of methods utilizing the player scores on the cards in the user's hand. The outcome of the user's hand may be determined by matching the user's score with a pay table, or for a multi-user game, the outcome may be determined by finding the highest scorer among the participating users.
Challenge Cribbage Game Device and Method
A challenge cribbage game comprising a cribbage board having at least two parallel player routes of 122 player holes along a path from a start position to a finish position, a single player hole at the finish position, and a plurality of challenge holes adjacent specific player holes along the parallel routes; providing a standard deck of cribbage playing cards; at least two pairs of matching player pegs and at least six additional challenge pegs; a list of challenge conditions, each corresponding to a challenge peg; placing each pair of matching player pegs in the first two holes of each player route; placing each challenge peg in a selected challenge holes; commencing game play consistent with the rules of cribbage; and varying game play from by following the directions of each challenge each time a player peg lands in a player hole adjacent a challenge hole containing a challenge peg.
Block Stacking Game
A block stacking game includes a plurality of blocks that are stackable upon each other to define a tower. Each of the blocks has a respective one of a plurality of colors and each of the blocks has command indicia printed thereon. A plurality of playing cards is provided and each of the playing cards has a unique color with respect to each other which corresponds to the color of respective ones of the blocks. A plurality of currency notes is provided that has value indicia printed on the currency notes. A pre-determined number of the currency notes are distributed to each of the players at the beginning of game play and the currency notes assigned to each of the players is relinquished or earned in accordance with the command indicia on the block that is removed from the tower.
Sports equipment with alterable characteristic
Articles of sports equipment, such as striking implements (e.g., sticks) and wearable articles (e.g., skates, helmets) for playing hockey or other activities, in which at least one of the characteristics (e.g., stiffness) of the articles of sports equipment is adaptable and can be altered during use of the sports equipment, such as by comprising an alterable component coupled to a controller, by comprising an alterable component that is autonomously alterable, and/or by an alterable component that can be altered in response to a command of a remote device.