Patent classifications
A63F13/828
Interaction of fantasy sports with live sports viewing
A fantasy sports management system provides an interaction between fantasy sports and real-time sporting events. In embodiments, the system receives real-time statistical information regarding a plurality of sports players participating in one or more real-time sporting events. The sports players are assigned to teams in a fantasy sports league. The system outputs, on a display of a device of one of the users of the fantasy sports league, the real-time statistical information of the plurality of sports players that are on the user's roster of sports players. In response to the real-time statistical information of one of the sports players on the user's roster exceeding a threshold (e.g., the team of the one of the sports players entering the “red zone”), the system provides the user with an option to view the real-time sporting event in which the one player is participating in.
Platform for enhanced skill-based games with fixed odds payouts
A system for presenting a skill-based game. The system includes at least one server having a processor configured to execute machine-readable code. The processor is configured to cause the server to create and provide a set of advanced choice game to the plurality of presentation devices of the users, which each present the set of advanced choice games on a respective display. Each game of the set having an assigned fixed odds payout based on winning user selections. The server receives, over the wide area network, data from the presentation devices characterizing a set of user-selected winners of the advanced choice games made by the users. The server update the event data pertinent to participants in the actual events associated with the advanced choice games. The server uses the updated data to calculate and assign payoffs to the users based on the fixed payoff odds.
Platform for enhanced skill-based games with fixed odds payouts
A system for presenting a skill-based game. The system includes at least one server having a processor configured to execute machine-readable code. The processor is configured to cause the server to create and provide a set of advanced choice game to the plurality of presentation devices of the users, which each present the set of advanced choice games on a respective display. Each game of the set having an assigned fixed odds payout based on winning user selections. The server receives, over the wide area network, data from the presentation devices characterizing a set of user-selected winners of the advanced choice games made by the users. The server update the event data pertinent to participants in the actual events associated with the advanced choice games. The server uses the updated data to calculate and assign payoffs to the users based on the fixed payoff odds.
Multiplayer Video Games with Virtual Characters Having Dynamically Modified Fields of View
A multiplayer game implementing a method for generating a plurality of training virtual areas; generating at least one GUI to display a list of the plurality of training virtual areas; using the at least one GUI, enabling a player to choose one of the plurality of training virtual areas, wherein said one of the plurality of training virtual areas is associated with at least one attribute; allowing the player to navigate a virtual character to said one of the plurality of training virtual areas; monitoring an activity of the virtual character in said one of the plurality of training virtual areas; determining a value of the at least one attribute based on the monitored activity; and updating a first attributes profile of the virtual character to a second attributes profile based on the determined value of the at least one attribute.
System for prizing remote users using real life sports personalities
Systems, methods and apparatus for game play using virtual players, sometimes referred to herein as vBots, where they may have images including those of real world personalities, such as sports personalities, is disclosed. In one aspect, a system for electronic game play involves the use of the system wherein one or more virtual players are displayed to the player of the game, preferably, the virtual players have differing play characteristics, receiving from the user association with a selection of a virtual player, displaying a simulated game using the virtual players, identifying a subset of the virtual players as being winners of the simulated game, and awarding a win to the lottery user if the selected virtual player is in the subset of virtual players. In one aspect, a team may be formed in which real life sports personalities images are utilized.
SYSTEMS AND METHODS FOR OPTIMIZING GAMEPLAY ON AN ELECTRONIC SOCIAL GAMING PLATFORM
The present invention is related to an electronic social gaming platform for applications such as fantasy sports. The invention comprises a unique approach to optimize gameplay aspects to maintain a competitive balance as the number of registered, active users changes over time. Through the inventive concepts disclosed herein, gameplay can be optimized as a function of season progress such that a competitive balance is maintained throughout the duration of the season.
SYSTEMS AND METHODS FOR OPTIMIZING GAMEPLAY ON AN ELECTRONIC SOCIAL GAMING PLATFORM
The present invention is related to an electronic social gaming platform for applications such as fantasy sports. The invention comprises a unique approach to optimize gameplay aspects to maintain a competitive balance as the number of registered, active users changes over time. Through the inventive concepts disclosed herein, gameplay can be optimized as a function of season progress such that a competitive balance is maintained throughout the duration of the season.
METHOD OF GENERATING SEPARATE CONTESTS OF SKILL OR CHANCE FROM TWO INDEPENDENT EVENTS
The systems and methods to generate and manage a separate contest based on two independent and unconnected systems utilize a cooperating fantasy league operator/provider and either a related or separate real-time contest provider. Separate winners for a third contest are determined by combining the performance in a specified daily fantasy league competition and a separate pre-specified performance in a real-time competition.
METHOD OF GENERATING SEPARATE CONTESTS OF SKILL OR CHANCE FROM TWO INDEPENDENT EVENTS
The systems and methods to generate and manage a separate contest based on two independent and unconnected systems utilize a cooperating fantasy league operator/provider and either a related or separate real-time contest provider. Separate winners for a third contest are determined by combining the performance in a specified daily fantasy league competition and a separate pre-specified performance in a real-time competition.
Methods and systems of automatic management online fantasy sports rosters
In one aspect, a method includes the step of providing an online fantasy sports league. A user interacts with the online fantasy sports league via an application in a computing device. A list of automatic substitution designations is received from the user via the application with respect to a user's starting roster. A step includes determining that a player is ineligible to play in a game. It is determined that the player is on a user's starting roster or in a user's waiver wire. A step includes automatically select a substitute player for an ineligible starting player according a list of automatic substitution designations. The list of automatic substitution designations is stored in a memory of the computing device or an online fantasy sports league server. The user's team roster is automatically updated to include the substitute player in lieu of the ineligible starting player.