System, method, and platform for creating non-fungible tokens for concealing and revealing the ownership information of and embedding predictions into digital avatars
11623149 · 2023-04-11
Inventors
Cpc classification
A63F2300/5553
HUMAN NECESSITIES
A63F13/65
HUMAN NECESSITIES
A63F13/79
HUMAN NECESSITIES
International classification
Abstract
A method of performing data analytics for daily fantasy sports games comprises collecting sets of predictions from a multitude of online players prior to the start of a game period. Each set includes numerical predictions of performances of different athletes at different positions in different performance categories in at least one sporting event. The predictions are locked at a predetermined time prior to the start of the game period. The method further comprises visually displaying statistics of the predictions to all of the online players after the predictions have been locked, but prior to the start of the game period.
Claims
1. A system for creating and modifying non-fungible tokens comprising a set of computers programmed to operate over a network, the set of computers programmed for: a. receiving a request from a first user to create an NFT Avatar and receiving identifying information from the first user; b. receiving avatar data relating to a digital avatar from the first user; c. receiving an outcome prediction pertaining to a game event from the first user; d. receiving a request from the first user to embed one or more disguise elements into the digital avatar to conceal the identifying information of the first user; e. altering the graphical appearance of the digital avatar to disguise the identifying information; f. receiving a selection from the first user of one or more disguise elements onto which the outcome prediction is to be displayed; g. embedding the outcome prediction into the one or more disguise elements; h. receiving a request from the first user to conceal the outcome prediction using manipulations of graphical tools to change the graphical appearance of the digital avatar; i. altering the graphical appearance of the avatar to conceal the outcome prediction; j. receiving a request from the first user to at a later time alter the graphical appearance of the digital avatar in order to reveal the outcome prediction; k. incorporating the digital avatar into an NFT to create the NFT Avatar, with the NFT Avatar having a corresponding NFT Avatar blockchain; l. altering the graphical appearance of the avatar in order to reveal the outcome prediction; m. determining an actual outcome of the game event; n. receiving identity predictions from the users; o. determining if a second user submitted a correct identity prediction, and if so, assign ownership of the NFT Avatar to the second user by updating ownership information in the corresponding NFT Avatar blockchain.
2. The system of claim 1, the set of computers additionally programmed for: a. receiving wager information relating to the outcome prediction, with the wager information identifying the reward to be given the first user if the outcome prediction is correct.
3. The system of claim 1, with the game event occurring externally to the platform.
4. The system of claim 1, the set of computers additionally programmed for: a. revealing the outcome prediction only after a designated period of time prior to the game event.
5. The system of claim 1, the set of computers additionally programmed for: a. engaging with social media accounts owned by the first user to verify identifying information of the first user and to determine if the first user is a celebrity or influencer.
6. A system for creating and modifying non-fungible tokens comprising a set of computers programmed to operate over a network, the set of computers programmed for: a. receiving avatar data relating to a digital avatar from a first user; b. receiving an outcome prediction pertaining to an event from the first user; c. receiving a request from the first user to graphically disguise the digital avatar; d. altering the graphical appearance of the digital avatar to disguise identifying information of the first user; e. embedding the outcome prediction graphically into the digital avatar; f. incorporating the digital avatar into an NFT to create the NFT Avatar, with the NFT Avatar having a corresponding NFT Avatar blockchain.
7. The system of claim 6, the set of computers additionally programmed for: a. receiving identity predictions from the users; b. determining if a second user submitted a correct identity prediction, and if so, assigning ownership of the NFT Avatar to the second user by updating ownership information in the corresponding NFT Avatar blockchain.
8. The system of claim 6, the set of computers additionally programmed for: a. incorporating the outcome prediction into a wager and rewarding the first user if the outcome prediction is correct.
9. The system of claim 6, the set of computers additionally programmed for: a. disguising the identifying information by receiving selections from the first user of graphical disguise elements and covering portions of the digital avatar with the selected graphical disguise elements.
10. The system of claim 6, the set of computers additionally programmed for: a. disguising the identifying information by receiving selections from the first user of graphical portions of the digital avatar to alter and then altering the digital avatar based on the selections.
11. The system of claim 6, the set of computers additionally programmed for: a. embedding the outcome prediction graphically onto the digital avatar by receiving selections of graphical disguise elements or graphical portions of the digital avatar and displaying the outcome prediction on the selected graphical disguise elements or graphical portions of the digital avatar.
12. The system of claim 6, the set of computers additionally programmed for: a. altering the graphical appearance of the digital avatar to temporarily conceal the outcome prediction.
13. The system of claim 6, the set of computers additionally programmed for: a. receiving identity predictions from the users; b. determining if a second user submitted a correct identity prediction, and if so: i. assigning ownership of the NFT Avatar to the second user by updating ownership information in the corresponding NFT Avatar blockchain.
14. The system of claim 6, the set of computers additionally programmed for: a. receiving orientation, positioning, or movement data from VR implements; b. then using the orientation, positioning, or movement data to modify corresponding orientation, positioning, or movement attributes of the digital avatar.
15. A system for creating and modifying non-fungible tokens comprising a set of computers programmed to operate over a network, the set of computers programmed for: a. receiving avatar data relating to a digital avatar from a first user; b. receiving an outcome prediction pertaining to an event from the first user; c. receiving selections from the first user of graphical portions of the digital avatar onto which the outcome prediction is to be graphically displayed; d. embedding the outcome prediction in the digital avatar on the selections of graphical portions; e. receiving a first set of graphical manipulations from the first user for graphically concealing the outcome prediction; f. altering the graphical appearance of the avatar according to the first set of graphical manipulations to conceal the outcome prediction; g. receiving a second set of graphical manipulations from the first user for graphically revealing the outcome prediction at a later time; h. incorporating the digital avatar into an NFT to create the NFT Avatar, with the NFT Avatar having a corresponding NFT Avatar blockchain; i. altering the graphical appearance of the avatar according to the second set of graphical manipulations to reveal the outcome prediction.
16. The system of claim 15, the set of computers additionally programmed for: a. only altering the graphical appearance of the avatar according to the second set of graphical manipulations to reveal the outcome prediction at a designated time prior to the occurrence of the event.
17. The system of claim 15, the set of computers additionally programmed for: a. receiving a third set of graphical manipulations from the first user for a graphical alteration of the digital avatar to occur if the outcome prediction is correct.
18. The system of claim 17, the set of computers additionally programmed for: a. determining an actual outcome of the game event, then altering the graphical appearance of the avatar according to the third set of graphical manipulations if the outcome prediction is correct.
19. The system of claim 15, the set of computers additionally programmed for: a. receiving a request from the first user to embed one or more disguise elements into the digital avatar to conceal identifying information of the first user; b. altering the graphical appearance of the digital avatar to disguise the identifying information.
20. The system of claim 19, the set of computers additionally programmed for: a. receiving identity predictions from the users; b. determining if a second user submitted a correct identity prediction, and if so: i. assigning ownership of the NFT Avatar to the second user by updating ownership information in the corresponding NFT Avatar blockchain.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
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(17) Predictions.
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DETAILED DESCRIPTION
(21) Reference is made to
(22) At block 110, sets of predictions from a multitude of online players are collected prior to the start of a game period. Each set includes numerical predictions of performances of a plurality of different athletes at different positions in different performance categories in at least one sporting event.
(23) Examples of sporting events include, without limitation, team sports such as football, baseball, basketball, soccer, and hockey. Further examples of sporting events include, without limitation, individual sporting events such as boxing, mixed martial arts (MMA), and horse racing. Sporting events may be professional and/or collegiate. Sporting events may be real events and/or eSports. eSports as used herein refer to video games such as League of Legends and Counter-Strike.
(24) Those people participating in real sporting events are referred to a athletes. For instance, Tom Brady, quarterback of the New England Patriots, is an athlete. Those people playing and competing in eSports (as themselves or as game characters) are also referred to as athletes. Thus, an athlete as used herein may be real or virtual.
(25) As used herein, the term “multitude of players” means at least on the order of thousands of players. The multitude of players could be thousands of players, tens of thousands of players, hundreds of thousands of players, or more.
(26) As used herein, a “game period” refers to a period of time during which a roster of athletes performs only once. Each of the at least one sporting events occurs only once during the game period. Consequently, an athlete will perform only once during the game period. In baseball, the performance may be daily. In football, the performance may be weekly.
(27) As used herein, a performance category refers to the acts being predicted. For example, if a selected athlete is a quarterback, performance categories may include passes attempted, passes completed, passing yards, and passing touchdowns. An online player predicts a number for each of these categories. If a selected athlete is a basketball player, performance categories may include number of points scored, number of assists, number of rebounds, and number of steals.
(28) The online players may select rosters of athletes at different positions, where each position has its own performance categories. Each sport may have tens or hundreds of possible performance categories. The following tables provide examples of rosters and performance categories for different sporting events. The numbers in parentheses represent the number of athletes selected.
(29) TABLE-US-00001 TABLE 1 NFL Football Quarterback (1) Pass Attempts Pass Completions Passing Yards (Total) Passing Touchdowns Running Backs (2) Rushing Attempts Rushing Yards Rushing Touchdowns Wide Receiver (1) Receptions Receiving Yards Touchdown Receptions Tight End (1) Receptions Receiving Yards Touchdown Receptions Flex Position (1): RB or WR or TE Receptions Rushing Yards Receiving Yards Touchdowns Defensive Unit (1) Sacks Interceptions Kicker (1) Field Goal Yardage Points After Touchdown
(30) TABLE-US-00002 TABLE 2 Major League Baseball Pitcher (1) Number of Innings Pitched Number of Strikeouts Batters (8): Catcher; 1st Base; 2nd Base; 3rd Number of Hits Base; Left Field; Center Field; Number of Runs Scored Right Field Number of RBIs
(31) TABLE-US-00003 TABLE 3 NBA Basketball Point Guard (1) Number of Points Scored Shooting Guards (2) Number of Assists Small Forwards (2) Number of Rebounds Power Forwards (2) Number of Steals Center (1)
(32) TABLE-US-00004 TABLE 4 Soccer Goalkeeper (1) Number of Shots on Goal Against Number of Goals Against Number of Penalty Kick Saves Forwards (2) Number of Shots Midfielders (2) Number of Shots on Goal Defenders (2) Number of Goals Flex Player (1): Forward, Number of Assists Midfielder or Defender
(33) TABLE-US-00005 TABLE 5 NHL Hockey Goalies (2) Number of Shots on Goal Against Number of Goals Against Centers (2) Number of Shots on Goal Left/Right Wingers (3) Number of Goals Defensemen (2) Number of Assists
(34) TABLE-US-00006 TABLE 6 eSports Players (5): Top: Jungle; Kills Mid; ADC; Support Assists Flex player (1) Kills Assists Team Slot (1) Turrets Dragons Barons
(35) A set of predictions is not limited to athletes from the same team in the same sporting event. Each online player is free to select athletes from across different teams, as long as the athletes perform during the same game period. A player may select an athlete once per game period.
(36) At block 120, after the game period has ended, the predictions are compared to actual performances of the athletes. At block 130, a winner is determined among the players according to whose predictions are closest to the actual performances. For instance, the online player whose aggregate predictions come closest to the aggregate actual performances is declared the winner. Consider the following simple example involving two players: A first player selects a quarterback and predicts that the quarterback will complete 8 of 12 passes for 150 yards and 1 touchdown. A second player selects the same quarterback, and makes a prediction of 7/12 for 120 yards and 0 touchdowns. During the game period, the quarterback actually completes 6 of 12 passes for 150 yards and 3 touchdowns. The first player's aggregate predictions come closest to the aggregate actual performances. Therefore, the first player wins.
(37) In real situations, there will be multitudes of players, each submitting numerical predictions for different athletes playing different positions. The examples in the tables above are more representative of the predictions by each of the multitude of players.
(38) The game of
(39) Reference is now made to
(40) At block 220, certain statistics of the predictions are visually displayed to all of the players after the predictions have been locked, but prior to the start of the game period. For example, the statistics may include a statistical mode, which represents the numerical prediction that is most commonly submitted by players for each performance category, for each athlete, in each sport, each game period. These analytics can offer visibility into which active athletes are trending that day. They can provide insight as to who other people deem the most desirable athletes to draft.
(41) Displayed statistics such as modes may be used as trending data to aid in salary cap valuations. The modes indicate how other online players will value an athlete versus that athlete's salary cap figure.
(42) At block 230, the online players may use the displayed statistics to select athletes in a daily fantasy sports game having a salary cap. For instance, the online players may use the analytics to decide on how much salary cap money to spend on particular athletes on all other fantasy sites that impose a salary cap.
(43) For rookie contestants and novices, the displayed statistics may serve as a simple, instructive guide for learning why a majority of other online players make particular predictions. This guide may give online players who are rookie contestants and novices the confidence to enter into daily fantasy sports games.
(44) The time at which the predictions are locked and the statistics are displayed should be sufficient to allow the online players to use the statistics to play one or more daily fantasy sports games that impose a salary cap. For instance, this might be fifteen minutes to an hour before the start of a game period.
(45) Reference is now made to
(46) The server system 320 then collects sets of predictions from the multitude of online players prior to the start of game time; locks the predictions at a predetermined time prior to the start of the game period; visually displays statistics of the predictions to all of the players after the predictions have been locked, but prior to the start of the game period; compares the predictions to actual performances of the athletes after the game period has ended; and determines a winner among the players according to whose predictions are closest to the actual performances. The server system 320 may also determine one or more runner ups. The server system 320 or another system may make a payout to each winning player and runner up.
(47) The online system 310 may include traditional research tools 330. The traditional research tools 330 may provide information for formulating the predictions. This information may include, without limitation, historical performance of athletes, information about home field advantage, strengths/weaknesses of opponents, game plans, injury reports, weather, etc. The traditional research tools 330 may also be provided by third party vendors.
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