A63F13/828

Systems and methods for manipulation of outcomes for virtual sporting events

Provided are systems and processes for manipulating outcomes of virtual sporting events. An example method comprises identifying a set of valid event segments for a given time segment of a virtual sporting event. An outcome category is determined for each of the valid event segments, which indicates an outcome of a play corresponding to the valid event segment. Audience input is obtained over a network from a plurality of client devices associated with a plurality of audience members. The audience input indicates a desired outcome for the given time segment. A valid event segment is then selected as a virtual event segment for the given time segment based on at least the desired outcome. Selection of the virtual event segment may comprise biasing the set of valid event segments to obtain a predetermined proportion of valid event segments with outcome categories corresponding to the desired outcome.

METHOD AND SYSTEM FOR DEPLOYING STANDALONE AND REACTIVE SQUARES GAMES ADAPTED WITH FANTASY SPORTS AND PREDICTIVE ELEMENTS
20220143508 · 2022-05-12 ·

A system and method are provided for implementing a uniquely automated, and otherwise gamified, version of a Squares Game. The disclosed schemes incorporate technology for hosting on, or interacting/reacting with, potential participants' mobile and personal communicating and computing devices. The disclosed systems and methods uniquely adapt the gamified Squares Game to implement hybrid schemes employed by one or more of the myriad “fantasy sports” leagues that have become attractive to mass audiences. The disclosed schemes provide event-long score tabulation as a mechanism by which to allocate awards. The disclosed schemes provide for branding to certain sponsors of a Super Squares event, league, or season, in a manner that the a sponsoring entity's retail and/or website properties may be linked to the automated game in order to facilitate increased traffic, sales and/or exposure.

METHOD AND SYSTEM FOR DEPLOYING STANDALONE AND REACTIVE SQUARES GAMES ADAPTED WITH FANTASY SPORTS AND PREDICTIVE ELEMENTS
20220143508 · 2022-05-12 ·

A system and method are provided for implementing a uniquely automated, and otherwise gamified, version of a Squares Game. The disclosed schemes incorporate technology for hosting on, or interacting/reacting with, potential participants' mobile and personal communicating and computing devices. The disclosed systems and methods uniquely adapt the gamified Squares Game to implement hybrid schemes employed by one or more of the myriad “fantasy sports” leagues that have become attractive to mass audiences. The disclosed schemes provide event-long score tabulation as a mechanism by which to allocate awards. The disclosed schemes provide for branding to certain sponsors of a Super Squares event, league, or season, in a manner that the a sponsoring entity's retail and/or website properties may be linked to the automated game in order to facilitate increased traffic, sales and/or exposure.

METHOD AND SYSTEM OF PROCESSING AND ANALYZING PLAYER TRACKING DATA TO OPTIMIZE TEAM STRATEGY AND INFER MORE MEANINGFUL STATISTICS
20230256348 · 2023-08-17 ·

Provided are computer-implemented technologies of processing and analyzing player tracking data to optimize team strategy and infer more meaningful statistics. The technologies use large volumes of raw sports performance data to provide predictive sports information models and/or gather insights from past sports events by using a holistic, non-static analysis. Specifically, the technologies (a) use one or more algorithm(s) to interpret, extract, derive, and then store desired critical ball and player spatial and temporal data from the voluminous sports performance data, (b) further uses a predictive programming model supplied by the user to provide the desired predictive information sought by the user based upon the user's sporting information objectives.

METHOD AND SYSTEM OF PROCESSING AND ANALYZING PLAYER TRACKING DATA TO OPTIMIZE TEAM STRATEGY AND INFER MORE MEANINGFUL STATISTICS
20230256348 · 2023-08-17 ·

Provided are computer-implemented technologies of processing and analyzing player tracking data to optimize team strategy and infer more meaningful statistics. The technologies use large volumes of raw sports performance data to provide predictive sports information models and/or gather insights from past sports events by using a holistic, non-static analysis. Specifically, the technologies (a) use one or more algorithm(s) to interpret, extract, derive, and then store desired critical ball and player spatial and temporal data from the voluminous sports performance data, (b) further uses a predictive programming model supplied by the user to provide the desired predictive information sought by the user based upon the user's sporting information objectives.

Market-based gaming platform
11724200 · 2023-08-15 ·

A method is disclosed for provisioning a market-based game on a blockchain platform comprising: allocating, on the blockchain platform, a plurality of non-fungible tokens, each non-fungible token representing a different real-life entity in a pool of real-life entities; for each of the plurality of non-fungible tokens, allocating, on the blockchain platform, one or more corresponding fungible tokens that represent shares in the non-fungible token; allocating, on the blockchain platform, pool-management logic; allocating, on the blockchain platform, entity-management logic; and replenishing the pool-specific award by transferring the pool-specific award to a wallet that is associated with the pool of real-life entities for further distribution by the pool-management logic and the entity-management logic.

AMUSEMENT DEVICES INCLUDING SIMULATED COURT GAMES OR ATHLETIC EVENTS
20230249087 · 2023-08-10 ·

Some embodiments include a fantasy sports game. In some embodiments, an expected performance value may be determined. In some embodiments, a same player may appear multiple times in a team. Various other embodiments are described.

AMUSEMENT DEVICES INCLUDING SIMULATED COURT GAMES OR ATHLETIC EVENTS
20230249087 · 2023-08-10 ·

Some embodiments include a fantasy sports game. In some embodiments, an expected performance value may be determined. In some embodiments, a same player may appear multiple times in a team. Various other embodiments are described.

SYSTEMS AND METHODS FOR PRIORITIZING CONTENT PACKETS BASED ON A DYNAMICALLY UPDATED LIST OF CONTENT FILTERING RULES

Systems and methods for prioritizing content packets based on a dynamically updated list of content filtering rules are described. A system is configured to identify an application executing on a client device to which to transmit content, the application associated with an account and determine that the application is configured with a configuration setting to apply a content filtering policy corresponding to a list of players including one or more players included in one or more lineups associated with the account. The system can receive a content item from a content source and determine one or more player tags associated with the content item. The system can determine that the content item includes a player tag corresponding to a player included in the list of players and transmit the content item to the client device for insertion in a content feed provided by the application responsive to the determination.

SYSTEMS AND METHODS FOR PRIORITIZING CONTENT PACKETS BASED ON A DYNAMICALLY UPDATED LIST OF CONTENT FILTERING RULES

Systems and methods for prioritizing content packets based on a dynamically updated list of content filtering rules are described. A system is configured to identify an application executing on a client device to which to transmit content, the application associated with an account and determine that the application is configured with a configuration setting to apply a content filtering policy corresponding to a list of players including one or more players included in one or more lineups associated with the account. The system can receive a content item from a content source and determine one or more player tags associated with the content item. The system can determine that the content item includes a player tag corresponding to a player included in the list of players and transmit the content item to the client device for insertion in a content feed provided by the application responsive to the determination.