G07F17/3279

WORD GUESSING GAMES FOR MARKET RESEARCH
20170296931 · 2017-10-19 ·

A system is described for a computer-based word-guessing game that can be used to elicit market-research data, specifically sentiment and awareness data. The two-person game involves a clue giver and a guesser, each playing on their own mobile device. The clue giver sends clues to induce the guesser to guess a given target word or phrase before a countdown clock runs out. The clues used and the guesses made can be analyzed to reveal the opinions and knowledge that the players have about products, brands, and people. The game features a novel mechanic in which the clue words are categorized according to how obvious they are. Using more-obvious clues causes the countdown clock to decrement faster, thereby making the game play more strategic and entertaining, while also incentivizing the clue giver to use less-obvious, sentiment-oriented words that are more useful for market-research purposes.

Monitoring Of Interactive Gaming Systems
20170294075 · 2017-10-12 ·

A system for interactive gaming among a plurality of players includes a host computer system and a plurality of player terminals communicably coupled to the host computer system or gaming platform via a network. The plurality of player terminals may be located at a plurality of licensed gaming locations. The plurality of player terminals may be configured to engage the plurality of players in a common interactive game operated by the host computer system. The plurality of player terminals can include means for dispensing player winnings from the player terminal.

Across-Match Analytics in Peer-to-Peer Gaming Tournaments
20170270751 · 2017-09-21 ·

First game state data captured from a first client and characterizing in-game information of a first match of a peer-to-peer digital gaming tournament is received. Second game state data captured from a second client and characterizing in-game information of a second match of the peer-to-peer digital gaming tournament is received. The first match and the second match being separate gaming instances. The first game state data captured during the first match and representative of an internal state of a digital video game. The first game state data and the second game state data is compared using a predefined comparison rule by computing a measure of a performance of a first player in the first match with a measure of a performance of a second player in the second match. The comparison is provided. Related apparatus, systems, articles, and techniques are also described and illustrated.

Integrations portal for peer-to-peer game platform
09767644 · 2017-09-19 · ·

An integrations portal can communicate with a developer client and can include an interface to prompt the developer client for and to receive peer-to-peer competition settings and third-party game mechanics. A peer-to-peer wagering platform can be in communication with the integrations portal and a plurality of player clients and can receive data from the integrations portal that includes the peer-to-peer competition settings and the third-party game mechanics. A peer-to-peer competition can be caused to be provided to the plurality of player clients according to the peer-to-peer competition settings in which at least one of the plurality of player clients wagers on an outcome of the peer-to-peer competition. At least a part of the wager can form a reward for a winner. The outcome of the peer-to-peer competition can be determined based on a received performance and the third-party game mechanics. Related apparatus, systems, techniques, and articles are also described.

SKILL-BASED, SHORT-TERM FANTASY SPORTS METHOD AND SYSTEM WITH GAME THEORY INPUT
20220237990 · 2022-07-28 ·

A method of executing a sports fantasy wagering event among multiple players executed through player terminals to one or more servers, each of the player terminals comprising: one or more processors; player input controls; a communications component to connect the player terminal to a gaming platform running on the one or more servers; wherein the sports fantasy event is a single player game competing against multiple other single players that is dependent upon verifiable sports event outcomes in sports events; and at least one player at a player terminal places a wager against the one or more servers or under authority of the one or more servers against another player, wagering on a specific single event outcome.

Gaming analytics platform with player performance variance
11210894 · 2021-12-28 · ·

Techniques for an analytics platform associated with gaming are described. According to certain aspects, systems and methods include ingesting data from a plurality of data sources into a database to support one or more tools. The tools may be configured to cause the analytics platform generate a temporary data table used to populate user interfaces associated with the tools. Additionally, systems and methods may include obtaining user-directed performance levels for one or more players. In response, the analytics platform executes a modeling algorithm based on the user-directed performances levels to generate a user-adjusted event outcome.

Systems And Methods For Variable Payback Gaming
20210398388 · 2021-12-23 · ·

A system for interactive gaming among a plurality of players includes a host computer system and a plurality of player terminals communicably coupled to the host computer system or gaming platform via a network. The plurality of player terminals may be located at a plurality of licensed gaming locations. The plurality of player terminals may be configured to engage the plurality of players in a common interactive game operated by the host computer system. The plurality of player terminals can include means for dispensing player winnings from the player terminal.

BLACKJACK DUEL
20210398394 · 2021-12-23 ·

Allowing players to duel head-to-head rather than play against a dealer is first presented by the blackjack duel system. Presenting a part of the deck to the players and reducing the size of the deck to allow players' skill to come more into play is also different than what is normally found in the blackjack industry. Allowing for asynchronous matchmaking (matching players together on their own schedule) is also different than existing systems. Thus, the blackjack duel system allows players to have a more exciting game of blackjack, played more comfortably in their own environment and on their own schedule. Players can measure their skill against other players and use that skill to win prizes and progress on a leaderboard.

System and Method for Conducting Fantasy Sports Contests
20210390832 · 2021-12-16 · ·

A non-transitory computer-readable medium comprising a computer software implemented system and method for operating a fantasy contest application and platform designed to enable contestants to enter fantasy contests against the house. A single contestant enters a solo, head-to-head contest against the house operated by the fantasy contest platform, and a winner is determined based on comparison of a contestant lineup fantasy scores to a house lineup fantasy scores, based on performance metrics of real-world competitors and competitions (e.g., football, chess, NASCAR). The house typically provides between three to ten different fantasy contest lineups, of between three to ten competitors depending on the type of competition or sport, at any time for selection by contestants. Contestants select competitors for contestant lineups based on a salary cap. Further the computer software is executed on a computer, including a user interface, in conjunction with processors, memory, bus elements and a network connection.

GAME OF CHANCE SYSTEMS AND METHODS
20220198878 · 2022-06-23 ·

In various embodiments, players may compete in a gaming context.