Patent classifications
A63F13/828
FANTASY SPORTS GAME SYSTEM AND METHOD WITH CATALOG PLAY
A computer-implemented method for operating a fantasy sports system permits the limiting of player selections to defined categories. The categories are selected by a creator prior to initiating the contest and can be mutually exclusive or overlapping. Fantasy points are generated for each of the users and a total fantasy score for each fantasy team is generated based upon the fantasy points for each of the non-active players.
FANTASY SPORTS GAME SYSTEM AND METHOD WITH CATALOG PLAY
A computer-implemented method for operating a fantasy sports system permits the limiting of player selections to defined categories. The categories are selected by a creator prior to initiating the contest and can be mutually exclusive or overlapping. Fantasy points are generated for each of the users and a total fantasy score for each fantasy team is generated based upon the fantasy points for each of the non-active players.
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.
Systems and methods for administering a prediction game
In a prediction game, the potential value of a participant’s prediction depends on the time when the prediction is submitted. The prediction may pertain to the outcome of a competition in a bracket-style tournament (e.g., the NCAA Division I Men’s Basketball Championship, or “March Madness”).
Systems and methods for administering a prediction game
In a prediction game, the potential value of a participant’s prediction depends on the time when the prediction is submitted. The prediction may pertain to the outcome of a competition in a bracket-style tournament (e.g., the NCAA Division I Men’s Basketball Championship, or “March Madness”).
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.
METHOD, SYSTEM, AND COMPUTER PROGRAM PRODUCT FOR INTERACTIVE SPORTS GAME
A computer implemented game involving analytics and real time data analysis. The game can allow players to predict and wager on the types of plays that have yet to occur, for example, in a football game. The game may utilize an algorithm that compares situational data in a game to stored data regarding similar situations in past games. The game can then provide a likelihood that a certain type of play can be performed, which may be interpreted as odds of a certain type of play. Users can then utilize this information to predict and wager on the upcoming play. Depending on the results of the play, users may win or lose their wager.
METHOD, SYSTEM, AND COMPUTER PROGRAM PRODUCT FOR INTERACTIVE SPORTS GAME
A computer implemented game involving analytics and real time data analysis. The game can allow players to predict and wager on the types of plays that have yet to occur, for example, in a football game. The game may utilize an algorithm that compares situational data in a game to stored data regarding similar situations in past games. The game can then provide a likelihood that a certain type of play can be performed, which may be interpreted as odds of a certain type of play. Users can then utilize this information to predict and wager on the upcoming play. Depending on the results of the play, users may win or lose their wager.
AUTONOMIC CLOUD TO EDGE COMPUTE ALLOCATION IN TRADE TRANSACTIONS
A computer-implemented method and system for autonomic cloud to edge compute allocations in a sports fantasy league trade transaction. The computer implemented method includes, in one embodiment, calculating, based on an expected return associated with each player on each of a plurality of teams in a fantasy sports league, a valuation for each player. An embodiment includes determining a positional need for each of the plurality of teams in the fantasy sports league, and determining, based on the valuation for each player and the positional need for each team, one or more players to include in a trade with another team of the plurality of teams.