Patent classifications
A63F13/828
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.
Method and system for managing team by automatically recommending position and trainer for player in sports game
Disclosed are a method and system for managing a team by automatically recommending a position and trainer for a player in a sports game. The method may include processing the progress of a sports game instance for a user team in which at least one player character assigned to a user participates in a sports game, generating a game record including record values according to the progress of a game for each position and for each record item in the sports game with respect to the sports game instance performed on the user team, extracting at least one of the record items of the sports game as a vulnerable element of the user team based on the game record, determining a vulnerable position based on the at least one record item extracted as the vulnerable element of the user team, and providing information on the vulnerable position.
Method and system for managing team by automatically recommending position and trainer for player in sports game
Disclosed are a method and system for managing a team by automatically recommending a position and trainer for a player in a sports game. The method may include processing the progress of a sports game instance for a user team in which at least one player character assigned to a user participates in a sports game, generating a game record including record values according to the progress of a game for each position and for each record item in the sports game with respect to the sports game instance performed on the user team, extracting at least one of the record items of the sports game as a vulnerable element of the user team based on the game record, determining a vulnerable position based on the at least one record item extracted as the vulnerable element of the user team, and providing information on the vulnerable position.
Amusement devices including simulated court games or athletic events
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 A NETWORK-BASED VIDEO GAME APPLICATION
Embodiments of the systems and methods disclosed herein provide a game that includes at least two users that each have a preconfigured set of playable virtual entities. The users draw playable virtual entities from each of their respective sets of playable virtual entities, and can play the playable virtual entities in one or more battles to facilitate moving a virtual positional marker towards a goal or shooting a goal, wherein the battle procedures are based on a turn priority. Certain attributes are associated with the playable virtual entities so that playable virtual entity effects, OVR values, and salary values can affect which playable virtual entities are in a deck and how the playable virtual entities are affected by the location of the virtual positional marker and/or other playable virtual entities.
Cross-era sports game system and processes
A cross-era sports game system that involves current and historical players, trading cards, stats, and fantasy sports, and is configured to tie fantasy play to physical trading card or token player assets through substitutions or live game play is disclosed. The cross-era sports game system provides a manual or digital sports game everyone can play using historical players, trading cards, stats and fantasy sports.
Cross-era sports game system and processes
A cross-era sports game system that involves current and historical players, trading cards, stats, and fantasy sports, and is configured to tie fantasy play to physical trading card or token player assets through substitutions or live game play is disclosed. The cross-era sports game system provides a manual or digital sports game everyone can play using historical players, trading cards, stats and fantasy sports.
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.
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.
Systems and methods for automatically generating scoring scenarios with video of event
Methods and systems are disclosed herein for automatically indicating, during display of video of an event, actions in event that could satisfy side-game scoring scenarios. This may be accomplished by a media application that generates a live video of an event and retrieves data relating to a current status of a side-game in which a user is participating. The media application determines that a next play of the event could affect an outcome of the side-game and, in response, determines a particular action within the event that could affect the outcome of the side-game. The media application generates for display, within the video, an overlay on top of a playing space of the event, the overlay indicating where the particular action would need to occur to affect the outcome of the side-game.