US20120129610A1 - System and method for integrating live statistical data of a real-life event into a real-time, online multi-player game - Google Patents

System and method for integrating live statistical data of a real-life event into a real-time, online multi-player game Download PDF

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Publication number
US20120129610A1
US20120129610A1 US13/289,471 US201113289471A US2012129610A1 US 20120129610 A1 US20120129610 A1 US 20120129610A1 US 201113289471 A US201113289471 A US 201113289471A US 2012129610 A1 US2012129610 A1 US 2012129610A1
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game
event
real
stat
player
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US13/289,471
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Richard B. Mazursky
David J. Domm
Kenneth M. Mazursky
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GAME TIME LIVE SPORTS SERVICES LLC
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GAME TIME LIVE SPORTS SERVICES LLC
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Assigned to GAME TIME LIVE SPORTS SERVICES, LLC reassignment GAME TIME LIVE SPORTS SERVICES, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: DOMM, DAVID J., MAZURSKY, KENNETH M., MAZURSKY, RICHARD B.
Publication of US20120129610A1 publication Critical patent/US20120129610A1/en
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the present invention generally relates to a real-time, online multi-player game.
  • the present invention relates to integrating live statistical data of a real-life event into a real-time, online mass multi-player game while players of the fantasy game are actively participating in the fantasy game.
  • fantasy sports are games where a small limited group of participating players act as owners to build teams that compete with other teams owned by other participating players.
  • the teams built by the participating players generally include real-life players in a particular sport and/or a particular league. Due to the limited number of real-life players in a particular sport, the number of participating players is typically limited to a small group depending on the sport and number of available players.
  • the group of participating players competing against each other is typically referred to as a league.
  • points are awarded to participating player teams based on the statistics of the real-life players drafted to each of the participating player teams or included in a lineup set by each of the participating player teams.
  • Real-life players are typically drafted at the beginning of the real-life season and/or at the beginning of the fantasy season. Additionally, depending on league rules, some leagues allow real-life players to be added and/or dropped from a fantasy team owned by a participating player during the course of the fantasy season.
  • Various aspects of the present invention provide a system and method for integrating live statistical data of a real-life event into a real-time, online multi-player game.
  • FIG. 1 illustrates a flow diagram for a method for participating in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 2 illustrates a flow diagram for a method for activating advanced play during participation in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 3 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • FIG. 4 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • FIG. 5 illustrates a real-time, online multi-player game module communication overview used in accordance with an embodiment of the present invention.
  • FIG. 6 illustrates a real-time, online multi-player game system used in accordance with an embodiment of the present invention.
  • FIG. 7 illustrates a flow diagram for a method for integrating live statistical data of a real-life event into a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 8 illustrates an exemplary mobile game interface login in accordance with an embodiment of the present invention.
  • FIG. 9 illustrates an exemplary mobile game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 10 illustrates an exemplary mobile game interface dashboard in accordance with an embodiment of the present invention.
  • FIG. 11 illustrates an exemplary mobile game interface in accordance with an embodiment of the present invention.
  • FIG. 12 illustrates an exemplary mobile game interface in bar leaderboard and schedule in accordance with an embodiment of the present invention.
  • FIG. 13 illustrates an exemplary web game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 14 illustrates an exemplary web game interface in accordance with an embodiment of the present invention.
  • Certain embodiments of the present invention relate to systems and methods for a mass multi-player online fantasy game that allows users to simultaneously invest virtual dollars (and/or “points,” “resources,” “real money,” “chips,” “coins,” “notes,” “credits,” etc.) in real-life competitors (e.g., teams and players), live and in real-time, during various real-life events.
  • virtual dollars and/or “points,” “resources,” “real money,” “chips,” “coins,” “notes,” “credits,” etc.
  • one or more algorithms may be used to import real-time statistical data related to real-life events.
  • the real-time statistical data may be imported from one or more third party providers or may be independently collected, among other things.
  • the real-time statistical data may include, for example, data related to one or more stat events during a real-life event.
  • the one or more algorithms may be used to display these stat events as individual actions on a game interface.
  • the one or more algorithms may also be used to process these stats events and reward a bonus to users with resources invested in the team or player positively affected by the stat event when the stat event occurs.
  • a stat event may be the conversion of a first down by the Bears against the Cowboys in a National Football League (NFL) game.
  • NBL National Football League
  • users with resources invested in the Bears at the time of the stat event i.e., the first down conversion
  • users with resources invested in the Cowboys at the time of the stat event may be penalized.
  • the bonus and/or penalty may be a percentage of the amount of virtual dollars invested in the Bears at the time of the stat event, among other things.
  • each fantasy game corresponding to a real-life event the users may continue allocating resources to either or both sides (e.g., teams, players or the like) of the real-life event. Additionally, user may increase or decrease the amount of resources allocated to each side. As stat events occur and rewards are granted and/or penalties applied, users' virtual portfolio values (or “wallets”) may increase and/or decrease.
  • the users with the highest portfolio values in each game arena may win virtual, real and/or cash prizes.
  • the game system may also offer no purchase necessary cash and real prize promotional game tournaments.
  • the resources used may be real money. As such, a user may be able to “cash out” the real money won and/or the remaining real money balance.
  • Virtual prizes may include, for example, virtual trophies, virtual status upgrades, virtual avatar/player profile upgrades, the ability to purchase a number of virtual items in the virtual rewards zone on the game website, and the like. Users of the game system may also be able to use virtual dollars and/or real money to purchase a variety of virtual items to populate their virtual player locker room or player den.
  • the gaming system may include a social component, whereby users can utilize social features like live chat, group invites, league formation, etc. to enhance their game playing experience on the game website. Users may also be able to form private groups to compete within each game arena as well as elect to pay for “private arena play” whereby users can participate in a game arena with a private group of friends or users.
  • the gaming system may offer some form of free to play features, allowing for free game arena play to the general user base. For example, users may be allowed one free game arena per week, with any additional game arenas available for a small fee. Additional features may be available on a pay to play basis, a micro transaction basis, and the like.
  • the gaming system may offer various games to its users in various sports, including, but not limited to, football, basketball, baseball, hockey, racecar driving, soccer, cricket, and the like.
  • the offered games may be in connection with sports affiliated with various leagues including, but not limited to, the National Football League (NFL), the National Basketball Association (NBA), the National Collegiate Athletic Association (NCAA), Major League Baseball (MLB), the National Hockey League (NHL), the National Association for Stock Car Auto Racing (NASCAR), Major League Soccer (MLS), the Premier League, Formula 1, among others.
  • the games offered to various users are not limited to games associated with sporting events.
  • the gaming system may offer various games to its users related to any suitable live event or any suitable event perceived to be live.
  • Various suitable live events and events perceived to be live may include, for example, televised games (e.g., World Series of Poker, Wheel of Fortune, Jeopardy, etc.), reality television (e.g., Dancing with the Stars, American Idol, etc.), award shows (e.g., Emmy, Grammy, etc.), animal races and competitions (e.g., duck hunting, fishing competitions, camel racing, etc.), Olympic competitions, outcomes of legal cases, choice of schools for famous children and athletes, current event outcomes, among other live events and/or events perceived to be live.
  • televised games e.g., World Series of Poker, Wheel of Fortune, Jeopardy, etc.
  • reality television e.g., Dancing with the Stars, American Idol, etc.
  • award shows e.g
  • the games offered to various users may include any suitable competitive event and/or combinations of suitable competitive events, real and/or contrived.
  • the gaming system may offer various game combinations such as the best actor award and the winner of the presidential election, among other things.
  • the gaming system may be organized into a series of games, or arenas, with each game representing an actual real-life event.
  • one such gaming system arena may be a MLB game between the Chicago Cubs and the San Francisco Giants.
  • Another example may be an NBA game between the Orlando Magic and the Los Angeles Lakers.
  • the gaming system may also offer derivative game arenas.
  • a derivative game arena may be the quarterback of the Chicago Bears versus the quarterback of the Indianapolis Colts.
  • users with resources e.g., virtual dollars
  • invested in the Bears quarterback at the time a positive stat event occurs e.g., pass completion, touchdown, etc.
  • a user of the gaming system website may elect to register for and participate in one or more of the gaming system arenas offered by the gaming system website.
  • users of the gaming system may navigate to the gaming system virtual store, a three-dimensional experience where users may purchase virtual items (e.g., virtual game trophies) and customize virtual environments (e.g., virtual game dens and virtual player locker rooms) with the virtual resources earned playing the gaming system games.
  • virtual items e.g., virtual game trophies
  • virtual environments e.g., virtual game dens and virtual player locker rooms
  • FIG. 1 illustrates a flow diagram for a method for participating in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • an individual game which may also be referred to as an arena or a pit
  • a large number of players may enter a pit.
  • the number of fantasy players for a particular pit can range from two (2) up to hundreds and beyond. Additionally or alternatively, the number of fantasy players for a particular pit may be capped at a particular value.
  • the users that enter a pit may each be awarded a predefined amount of virtual dollars (or “points,” “resources,” etc.) to begin the game.
  • each player may begin with ten thousand (10,000) virtual dollars.
  • Players may then have the option to place a portion of the virtual dollars in one or both of two competing sides in increments of some number.
  • the investment made to either side may be in increments of one hundred (100), among other things.
  • the virtual currency is removed from a user virtual wallet when investing in either side, as opposed to being taken from the invested virtual currency. In such a scenario, if a player has zero (0) virtual dollars, the player may be unable to make further investments in either side.
  • players may have a constant and steady amount of virtual dollars added to the player wallets so that players that lose their virtual dollars may have an opportunity to continue playing. For example, players may each receive an additional 2000 virtual dollars during the course of a game.
  • stat event When a real-time stat event is detected or received, players may be rewarded and/or deducted a certain number of virtual dollars based on the amount of invested virtual dollars for one or both of the affected sides.
  • Each stat event may have a set number per currency invested awarded to a team positively affected by the stat event, and also a set number per currency invested deducted from the side negatively affected by the stat event.
  • a touchdown may be worth six (6) virtual dollars per one hundred (100) currency invested for the side that scored, and may be worth negative three ( ⁇ 3) virtual dollars per one hundred (100) currency invested for the side that was scored against.
  • an interception may be worth six (6) virtual dollars per one hundred (100) currency invested for the side that intercepted the pass, and may be worth negative three ( ⁇ 3) virtual dollars per one hundred (100) currency invested for the side that threw the interception.
  • the rewards may be applied to a player wallet as opposed to adding to the funds invested to a particular side. For example, if a player earned six hundred (600) virtual dollars of currency from a touchdown, the player wallet may increase by six hundred (600) virtual dollars.
  • the reward may be invested to the side positively-affected by the stat event resulting in the award. Further, the reward may be split between investments and/or a player wallet based on user preferences set by a player. The scope of various aspects of the present invention should not be limited by where rewards are applied, unless explicitly claimed.
  • the penalties may be deducted from a player wallet first. Second, if insufficient virtual funds are present in the player wallet, the remaining penalties may be deducted from the investment funds related to the negatively affected side. Finally, if both the player wallet virtual funds and investment funds to the negatively affected side have been depleted, the remaining penalties may be deducted from the investment funds related to the side opposite of the negatively affected side.
  • the penalty may be deducted from one or more of the player wallet, and one or both of the investments. More specifically, if a player has two hundred (200) virtual dollars in the player wallet, one hundred (100) virtual dollars invested in negatively-affected side, and one hundred (100) virtual dollars invested in the other side, the penalty may first be applied to deduct the player wallet balance to zero (0), followed by deducting the negatively-affected investment side to zero (0), and then by deducting the other investment side to zero (0).
  • the penalty may be deducted from one or more of the player wallet, and one or both of the investments. More specifically, if a player has one thousand (1000) virtual dollars in the player wallet, five hundred (500) virtual dollars invested in negatively-affected side, and two hundred (200) virtual dollars invested in the other side, the penalty may first be applied to deduct the player wallet balance to zero (0), followed by deducting the negatively-affected investment side to three hundred (300), while leaving the other investment side at two hundred (200).
  • the penalties may be deducted from a player wallet and one or both investments in any order.
  • the deductions may be applied based on an order specified in user preferences set by a player. Unless so claimed, the scope of various aspects of the present invention should not be limited by where the penalties are deducted and/or the order in which a player wallet and/or investments are deducted in response to penalties.
  • the resources used may be real money. As such, a user may be able to “cash out” the real money won and/or the remaining real money balance.
  • each user portfolio is used to determine leaderboard standings. Additionally, other ranks may be calculated and displayed. For example, the top player, the player above the user, the player below the user, a user's friends (e.g., from a user friends list), and the like may be displayed on a leaderboard of each player's user interface. At the end of the game, user winnings, rewards and placement on the full leaderboard may be displayed.
  • FIG. 2 illustrates a flow diagram for a method for activating advanced play during participation in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • a player may initiate an advanced play menu.
  • a player may initiate an advanced play menu by pressing, and then holding, down the buy button for either side.
  • a menu may be initiated in any number of ways (e.g., pressing button, drop-down menu, user preference, standing instruction, preset command, automatically, etc.). Unless so claimed, the scope of various aspects of the present invention should not be limited by how an advanced play menu is initiated.
  • An advanced play menu may have any number of menu items. Although discussed with respect to the below-listed four menu items, the present invention also may use a different number of menu items. For example, there may be more or less than four menu items. In one embodiment, the advanced play menu may have four items. For example, the advanced play menu may include an advanced ‘bet’ #1 from a first category, an advanced ‘bet’ #2 from a second category, and advanced ‘bet #3 from a third category, and a menu to select other bets to populate the above-mentioned three menu item slots.
  • the first category may be reserved for very high risk/reward options.
  • the options may include a touchdown, field goal, two point conversion, and the like.
  • the options may include a home run, double, stolen base, and the like.
  • the options may include higher point spreads and various long streaks, among other things.
  • the second category may be reserved for events that may occur on a more frequent basis.
  • the options may include a first down, a completed pass, and the like.
  • the options may include a strike, a hit, and the like.
  • the options may include lower point spreads and various short streaks, among other things.
  • the third category may be reserved for a collection of negative events that allow a participating player to bet against an investment. For example, if a participating player is invested in the Bears in an NFL game between the Bears and the Cowboys, the participating player may make an advance play menu selection that the Bears offense turns the ball over.
  • the fourth menu item may be menu a participating player may use to select other bets to populate the above-mentioned three menu item categories.
  • the four menu items displayed may offer options in the context of the particular real-life event in progress. As one example, with regard to a pit including two NFL teams, a menu option for the team on defense may not include options related the defensive team kicking a field goal.
  • the user may select a value from, for example, 25% to 100% of the combined value of the participating player's wallet and investment in the particular side selected. As they move from 25% to 100%, the bonus that may be rewarded should the participating player ‘win’ may be displayed. Further, the display may further indicate the amount of actual currency the value represents, among other things.
  • currency in response to selecting an advanced play option, currency may be taken first from a player wallet. Next, if necessary, currency may be taken from investment currency. However, in certain embodiments, currency may not be taken from the opposing side investment.
  • the amount of currency selected and related to the selected advance play option may be displayed as attached to an icon representing the advance play item. Unless so claimed, the scope of various aspects of the present invention should not be limited by where the currency is deducted, the order in which a player wallet and/or investments are deducted in response to advanced play menu selections and/or the manner in which a selected advanced play option is displayed.
  • a user may either be rewarded the bonus points shown to the user wallet, or may lose the currency selected to the advanced play choice, depending on whether the advanced play selection was correct. If the advanced play selection is incorrect, the currency may have already been deducted from one or more of the player wallet and/or the investment. If the advanced play selection is correct, the bonus points are rewarded to the wallet. Additionally, the currency previously deducted from one or more of the player wallet and/or investment would be placed back into one or more of the player wallet and/or the investment.
  • FIG. 3 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • the real-time, online multi-player game module architecture overview shows the feature overview broken into architecture layers in a 3 tiered design, for example. Each layer may be abstracted of the other layers to allow for growth and redundancy.
  • the media platforms layer illustrates releases for the web, mobile, and TV; however, any suitable media platform may be used.
  • media platforms may additionally include Xbox, PS3, and the Wii.
  • a middleware layer is illustrated that contains various servers for supporting client and web features.
  • Various client modules e.g., core game, leaderboard, lobby, etc.
  • the gaming system client may use, for example, a Unity 3D game engine, or any suitable game engine. Additionally, various web modules that may appear in the gaming system client are also illustrated.
  • the middleware layer may abstract from the data layer, which may include, for example, database(s) and cached memory.
  • FIG. 4 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • the real-time, online multi-player game module architecture overview illustrates how each component may communicate with other components.
  • a client layer may include, for example, iPhone, iPad, Android, web clients, and the like.
  • the clients may each communicate through the same network application programming interface (API).
  • the website may include a client that communicates with its own backend web services.
  • the network model may be the layer on either side of the network cloud.
  • the network model may include the agreed upon method of transmission, protocol, and shared data objects.
  • the actual transmission may be abstract allowing data transmission using different methods. For example, to save bandwidth, data may be broken down manually into bits before sending.
  • the data may be transmitted in XML format to improve debugging, for example. Unless so claimed, the scope of various aspects of the present invention should not be limited by the method of data transmission.
  • the arbiter or arbiter service may initially instruct a client to connect to a particular server (e.g., a pit server, a lobby Server, a match maker server, etc.). Once connected, one or more of the various servers may take responsibility for the translation and transmission of data from the point after it is parsed by the stat parsing server to the client(s).
  • a particular server e.g., a pit server, a lobby Server, a match maker server, etc.
  • the data layer may include two portions.
  • One portion of the data layer may be permanent, persistent data that is stored in one or more databases for every user and system that makes up the architecture.
  • the second portion may be a distributed data layer that maintains the current, system wide information in use by all middleware systems that is eventually sent to users (e.g., cached memory).
  • the request may retrieve the information from the one or more databases for the user and add it to the cached memory.
  • FIG. 5 illustrates a real-time, online multi-player game module communication overview used in accordance with an embodiment of the present invention.
  • FIG. 6 illustrates a real-time, online multi-player game system 600 used in accordance with an embodiment of the present invention.
  • the system 600 may, for example, be implemented in one or more handheld communication devices (e.g., PDAs, cellular phones, handheld computers, etc.), laptops, notebooks and/or desktop computing systems, mainframe computing systems and/or network thereof, and/or a combination of the above-mentioned systems/devices.
  • the exemplary system 600 may include user interface(s) 610 , processor(s) 620 , cache memory 630 and database(s) 640 .
  • the components of the system 600 may communicate via wired and/or wireless connections on one or more processing units, such as computers, storage devices, custom processors, and/or other processing units.
  • the system 600 is illustrated with separate functional modules for illustrative clarity. Such modules, in practice, need not be distinct. For example, any or all functionality of the various modules may be implemented by a processor executing software instructions and/or by various hardware and/or software components. Such modules may, for example, share various hardware and/or software components also.
  • the user interface(s) 610 is used by user(s) to, among other things, view and interact with the system 600 .
  • the user interface(s) 610 may be a computer that accesses the system 100 using a web client, and/or a personal digital assistant or cellular phone that accesses the system 100 using a smart-phone client, among other things.
  • the system 200 may also, for example, comprise one or more processors 620 that operate to perform any of a variety of functionality of the system (e.g., by executing instructions stored in a memory 630 , 640 of the system 600 ).
  • the processor module(s) 620 may comprise characteristics of any of a variety of suitable processors (e.g., general purpose microprocessors, microcontrollers, digital signal processors, application-specific integrated circuits, etc.).
  • the memory module(s) 630 , 640 may comprise characteristics of any of a variety of suitable memory types (e.g., volatile memory, non-volatile memory, hard drive memory, CD memory, DVD memory, ROM, RAM, thumb drive memory, etc.).
  • one or more of the cache(s) 630 and the database(s) 640 may be one or more server computers running software that supports the storage, retrieval, and manipulation of the data used throughout the system 600 .
  • system may communicate with external system(s) 650 via processor(s) 620 , among other things.
  • FIG. 7 illustrates a flow diagram for a method for integrating live statistical data of a real-life event into a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • events may occur at a real-life event and be recorded.
  • a third party 650 may record the real-life events occurring as the event happens at the real-life event. Unless so claimed, the scope of various aspects of the present invention should not be limited by who records the events.
  • the processing component 620 of the gaming system 600 may acquire the event and determine whether the event is related to any pit of the gaming system 600 . If the event is related to one or more pits of the gaming system 600 , the event may be parsed into a stat event and stored in cache(s) 630 and/or database(s) 640 . In certain embodiments, if the event is not related to one or more pits of the gaming system 600 , the event may be discarded.
  • the processing component 620 may retrieve the stat event and process the stat event to be added to the game state of the applicable players.
  • a pit server module may be used by the processing component 620 to process the stat event.
  • the game states may then be sent to each applicable player user interface 610 .
  • the user interface may be operating using a particular client (e.g., web client, iPhone client, iPad client, Android client, etc.).
  • the user interface/client may redraw the game state and display the game event on a user interface 610 display. A player is then able to see the game event on the user interface 610 /client window, the impact it has on game play, and is able to react accordingly.
  • FIG. 8 illustrates an exemplary mobile game interface login in accordance with an embodiment of the present invention.
  • FIG. 9 illustrates an exemplary mobile game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 10 illustrates an exemplary mobile game interface dashboard in accordance with an embodiment of the present invention.
  • FIG. 11 illustrates an exemplary mobile game interface in accordance with an embodiment of the present invention.
  • Examples of interactive elements may include, for example: a buy button for the left side; a sell button for the left side; a player avatar that may bring up a home menu with options to quit pit, find other pits, etc.; a player currency total value calculated as player wallet, plus investment in side one, plus investment in side two (unresolved advanced play items may not be included in the player currency total value); chat tabs (selecting one of the three may change the focus of the messages sent); chat message (may show a slide up display of all chat for a particular channel); a chat message entry (that may cause the phone keyboard to show with the ‘send’ button); a sell button for the right side; a buy button for the right side; the right side team/side logo that may display stat information for the right side; a leaderboard/scoreboard toggle to change the upper element between a leaderboard and a scoreboard; a versus/timeout bar for displaying
  • non-interactive elements may include, for example: a left side power bar; a Left side investment value number; a player rank on the leaderboard (in the red circle); a number of chat messages unread for each channel (number in the small circle in the upper left hand corner); the player wallet; a right side investment value number; the right side score; a right side power bar; the right side timeouts; the left side score; and, the left side timeouts, among other things.
  • Examples of effects may include, for example:
  • the powerbar could flex like a heartbeat and pulse with a particle effect or glow in synch with the quantity (based on the sum of bonus amounts that have been awarded to all users) of stat event activity for that side. For example, if there was a touchdown and extra point, and many users were invested in the team when that happened, the pulse and flex of the bar (from flat to curved, like a heartbeat) would be rapid and extreme. Whereas, if there was nothing happening for that side, the powerbar may not flex or pulse at all.
  • the powerbar When a value changes, the powerbar could slide in the direction of the change, and a tight, squat triangle changes direction to show the momentum of that movement. If the value change is negative, the bar may be red (gradient). If the value change is positive, the bar may be blue (gradient).
  • a particle effect may be used around the side logo and/or around the buttons for a particular side. For example, if the value change is negative, the particle effect may be mostly ready. If the value change is positive, the particle effect may be mostly blue.
  • stats may be displayed on the field, via a third line that may cast shadows on the field.
  • the line may start where the play started, and end where the play ended. If the play is a pass or kick, the line may be an arc that goes above the field. If the play is a run or any other kind of play, the line may be a flat line that lies just above the field. If the line is considered a ‘good’ thing (i.e., play for forward progress or a score), the line may be blue. Alternatively, if the line is considered a ‘bad’ thing (i.e., play for backward progress), the line may be red.
  • some stat events may have three-dimensional text that may lie on the field at the end of the line where the stat event occurred. Both three-dimensional text and lines may have a minor glow effect, red for red lines and negative events, blue for blue lines and positive events. Bonus values may be displayed in an exciting and visually stimulating manner, so that a user views the values moving to the final place. For example, values may scroll from a current value to a final value, rather than just change, giving a ‘spinning odometer’ effect.
  • the display may swing in on a three-dimensional stat effect on the field to add more excitement. Additionally, intermissions or certain stat events, the display may focus on animated advertisements of sponsors in three-dimensional space of the stadium. Advertisements may also appear in other areas of the user interface.
  • FIG. 12 illustrates an exemplary mobile game interface in bar leaderboard and schedule in accordance with an embodiment of the present invention.
  • FIG. 13 illustrates an exemplary web game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 14 illustrates an exemplary web game interface in accordance with an embodiment of the present invention.
  • certain embodiments may allow large groups of fantasy players to participate in a fantasy game during the corresponding real-life event(s). Additionally, statistical data of a live real-life event is integrated into a real-time, online mass multi-player fantasy game while players of the fantasy game are actively participating in the fantasy game.
  • Certain embodiments provide a method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game.
  • the method comprises receiving a first stat event corresponding to a first real-life event and determining whether the first stat event is related to at least one game.
  • the method comprises parsing the first stat event into a first game event if the first stat event is related to the at least one game.
  • the method comprises storing the first game event, retrieving the stored first game event, and processing the retrieved first game event to change a game state.
  • the method comprises communicating the game state to a client to update the client display.
  • the method comprises discarding the first stat event if the first stat event is not related to the at least one game.
  • the method comprises receiving an indication of an allocation of player resources from the client.
  • the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
  • the method comprises storing the indication of the allocation of player resources as a second game event.
  • the method comprises retrieving the stored second game event and processing the retrieved second game event to change the game state.
  • the method comprises communicating the game state to the client to update the client display.
  • the method comprises receiving a second stat event corresponding to a second real-life event and determining whether the second stat event is related to the at least one game.
  • the method comprises parsing the second stat event into a third game event if the second stat event is related to the at least one game.
  • the method comprises storing the third game event, retrieving the stored third game event, and processing the retrieved third game event to change the game state.
  • the method comprises communicating the game state to the client to update the client display.
  • the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
  • the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
  • At least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
  • the real-life event is at least one of a sporting event, a televised game, and a reality television show.
  • Various embodiments provide a non-transitory computer-readable medium encoded with a set of instructions for execution on a computer.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises a receiver routine configured to receive a first stat event corresponding to a first real-life event.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises a decision routine configured to determine whether the first stat event is related to at least one game and a stat parsing routine configured to parse the first stat event into a first game event if the first stat event is related to the at least one game.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises a memory storage routine configured to store the first game event, a retrieval routine configured to retrieve the stored first game event, and a processing routine configured to process the retrieved first game event to change a game state.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises a communication routine configured to communicate the game state to a client to update the client display.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises a discard routine configured to discard the first stat event if the first stat event is not related to the at least one game.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises an allocation receiver routine configured to receive an indication of an allocation of player resources from the client.
  • the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises the memory storage routine configured to store the indication of the allocation of player resources as a second game event.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises the retrieval routine configured to retrieve the stored second game event, the processing routine configured to process the retrieved second game event to change the game state, and the communication routine configured to communicate the game state to the client to update the client display.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises the receiver routine configured to receive a second stat event corresponding to a second real-life event.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises the decision routine configured to determine whether the second stat event is related to the at least one game and the stat parsing routine configured to parse the second stat event into a third game event if the second stat event is related to the at least one game.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises the memory storage routine configured to store the third game event, the retrieval routine configured to retrieve the stored third game event, and the processing routine configured to process the retrieved third game event to change the game state.
  • the non-transitory computer-readable medium encoded with the set of instructions comprises th e communication routine configured to communicate the game state to the client to update the client display.
  • the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
  • the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
  • At least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
  • the real-life event is at least one of a sporting event, a televised game, and a reality television show.
  • Certain embodiments provide a system for integrating live statistical data of a real-life event into a real-time, online mass multi-player game.
  • the system comprises at least one user interface device for interacting with an online game during a related real-life event.
  • the system comprises at least one memory device for storing at least game events corresponding to the related real-life event.
  • the system comprises at least one processor device for receiving stat events, parsing the stat events into the game events, storing the game events in the at least one memory device, processing the game events, and updating a display of the user interface device based on the processed game events.

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Abstract

Certain embodiments of the present invention provide for a system and method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game. The method includes receiving a first stat event corresponding to a first real-life event and determining whether the first stat event is related to at least one game. The method includes parsing the first stat event into a first game event if the first stat event is related to the at least one game. The method includes storing the first game event, retrieving the stored first game event, and processing the retrieved first game event to change a game state. The method includes communicating the game state to a client to update the client display.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS/INCORPORATION BY REFERENCE
  • The present application claims priority under 35 U.S.C. §119(e) to the following U.S. Provisional Applications: 61/410,274 filed Nov. 4, 2010 entitled “System and Method for Integrating Live Statistical Data of a Real-Life Sports Event Into a Real-Time, Online Multi-Player Sports Game”; 61/419,608 filed Dec. 3, 2010 entitled “System and Method for Integrating Live Statistical Data of a Real-Life Event Into a Real-Time, Online Multi-Player Game”; and 61/429,370 filed Jan. 3, 2011 entitled “System and Method for Integrating Live Statistical Data of a Real-Life Event Into a Real-Time, Online Multi-Player Game”.
  • Each of the above referenced provisional applications is hereby incorporated herein by reference in its entirety.
  • FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
  • [Not Applicable]
  • SEQUENCE LISTING
  • [Not Applicable]
  • MICROFICHE/COPYRIGHT REFERENCE
  • [Not Applicable]
  • BACKGROUND OF THE INVENTION
  • The present invention generally relates to a real-time, online multi-player game. In particular, the present invention relates to integrating live statistical data of a real-life event into a real-time, online mass multi-player game while players of the fantasy game are actively participating in the fantasy game.
  • Currently, fantasy sports are games where a small limited group of participating players act as owners to build teams that compete with other teams owned by other participating players. The teams built by the participating players generally include real-life players in a particular sport and/or a particular league. Due to the limited number of real-life players in a particular sport, the number of participating players is typically limited to a small group depending on the sport and number of available players.
  • The group of participating players competing against each other is typically referred to as a league. Depending on the scoring system implemented in the particular league, points are awarded to participating player teams based on the statistics of the real-life players drafted to each of the participating player teams or included in a lineup set by each of the participating player teams. Real-life players are typically drafted at the beginning of the real-life season and/or at the beginning of the fantasy season. Additionally, depending on league rules, some leagues allow real-life players to be added and/or dropped from a fantasy team owned by a participating player during the course of the fantasy season.
  • In current fantasy sports games, changes to a roster and lineup of a team owned by a participating player are allowed only prior to the real-life sports event(s) beginning so that participating players cannot replace real-life players in a lineup of the participating player's fantasy team with currently better performing real-life players on a bench of the participating player's fantasy team. As such, current fantasy sports game participants generally have little to do to participate during the real-life sports events.
  • In addition to current fantasy sports games, other available games allow users to pick winners of certain real-life sports events (e.g., pick 'em challenges, confidence pools, etc.). However, in these games, once the real-life sports event winner(s) is/are chosen, the participating players merely wait until the end of the game to determine the winner of the game based on the winner(s) of the real-life sports event(s). As such, similar to the current fantasy sports games discussed above, players of these various pick 'em challenges and confidence pools generally have little to do to participate during the real-life sports events.
  • Thus, there is a need for a system and method for allowing large groups of fantasy players to participate in a fantasy game during the corresponding real-life event(s). Further, there is need for a system and method of integrating statistical data of a live real-life event into a real-time, online mass multi-player fantasy game while players of the fantasy game are actively participating in the fantasy game.
  • Further limitations and disadvantages of conventional and traditional approaches will become apparent to one of skill in the art, through comparison of such systems and methods with the present invention as set forth in the remainder of the present application with reference to the drawings.
  • BRIEF SUMMARY OF THE INVENTION
  • Various aspects of the present invention provide a system and method for integrating live statistical data of a real-life event into a real-time, online multi-player game.
  • These and other advantages, aspects and novel features of the present invention, as well as details of illustrative aspects thereof, will be more fully understood from the following description and drawings.
  • BRIEF DESCRIPTION OF SEVERAL VIEWS OF THE DRAWINGS
  • FIG. 1 illustrates a flow diagram for a method for participating in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 2 illustrates a flow diagram for a method for activating advanced play during participation in a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 3 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • FIG. 4 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention.
  • FIG. 5 illustrates a real-time, online multi-player game module communication overview used in accordance with an embodiment of the present invention.
  • FIG. 6 illustrates a real-time, online multi-player game system used in accordance with an embodiment of the present invention.
  • FIG. 7 illustrates a flow diagram for a method for integrating live statistical data of a real-life event into a real-time, online multi-player game in accordance with an embodiment of the present invention.
  • FIG. 8 illustrates an exemplary mobile game interface login in accordance with an embodiment of the present invention.
  • FIG. 9 illustrates an exemplary mobile game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 10 illustrates an exemplary mobile game interface dashboard in accordance with an embodiment of the present invention.
  • FIG. 11 illustrates an exemplary mobile game interface in accordance with an embodiment of the present invention.
  • FIG. 12 illustrates an exemplary mobile game interface in bar leaderboard and schedule in accordance with an embodiment of the present invention.
  • FIG. 13 illustrates an exemplary web game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 14 illustrates an exemplary web game interface in accordance with an embodiment of the present invention.
  • The foregoing summary, as well as the following detailed description of certain embodiments of the present invention, may be better understood when read in conjunction with the appended drawings. For the purpose of illustrating the invention, certain embodiments are shown in the drawings. It should be understood, however, that the present invention is not limited to the arrangements and instrumentality shown in the attached drawings.
  • DETAILED DESCRIPTION OF THE INVENTION
  • Certain embodiments of the present invention relate to systems and methods for a mass multi-player online fantasy game that allows users to simultaneously invest virtual dollars (and/or “points,” “resources,” “real money,” “chips,” “coins,” “notes,” “credits,” etc.) in real-life competitors (e.g., teams and players), live and in real-time, during various real-life events.
  • In certain embodiments, one or more algorithms may be used to import real-time statistical data related to real-life events. For example, the real-time statistical data may be imported from one or more third party providers or may be independently collected, among other things. The real-time statistical data may include, for example, data related to one or more stat events during a real-life event. Using the real-time statistical data, the one or more algorithms may be used to display these stat events as individual actions on a game interface. The one or more algorithms may also be used to process these stats events and reward a bonus to users with resources invested in the team or player positively affected by the stat event when the stat event occurs. Alternatively or additionally, the one or more algorithms may be used to process these stats events and penalize users with resources invested in the team or player negatively affected by the stat event when the stat event occurs. As an example, a stat event may be the conversion of a first down by the Bears against the Cowboys in a National Football League (NFL) game. In the above example, users with resources invested in the Bears at the time of the stat event (i.e., the first down conversion) may be rewarded a bonus, while users with resources invested in the Cowboys at the time of the stat event may be penalized. For example, the bonus and/or penalty may be a percentage of the amount of virtual dollars invested in the Bears at the time of the stat event, among other things.
  • During each fantasy game corresponding to a real-life event, the users may continue allocating resources to either or both sides (e.g., teams, players or the like) of the real-life event. Additionally, user may increase or decrease the amount of resources allocated to each side. As stat events occur and rewards are granted and/or penalties applied, users' virtual portfolio values (or “wallets”) may increase and/or decrease. At the end of each fantasy game, which may correspond to the final official end of game play of the real-life event as dictated by the received real-time statistical data, the users with the highest portfolio values in each game arena may win virtual, real and/or cash prizes. At certain times, the game system may also offer no purchase necessary cash and real prize promotional game tournaments. Additionally or alternatively, instead of virtual dollars, the resources used may be real money. As such, a user may be able to “cash out” the real money won and/or the remaining real money balance.
  • Virtual prizes may include, for example, virtual trophies, virtual status upgrades, virtual avatar/player profile upgrades, the ability to purchase a number of virtual items in the virtual rewards zone on the game website, and the like. Users of the game system may also be able to use virtual dollars and/or real money to purchase a variety of virtual items to populate their virtual player locker room or player den.
  • In certain embodiments, the gaming system may include a social component, whereby users can utilize social features like live chat, group invites, league formation, etc. to enhance their game playing experience on the game website. Users may also be able to form private groups to compete within each game arena as well as elect to pay for “private arena play” whereby users can participate in a game arena with a private group of friends or users.
  • The gaming system may offer some form of free to play features, allowing for free game arena play to the general user base. For example, users may be allowed one free game arena per week, with any additional game arenas available for a small fee. Additional features may be available on a pay to play basis, a micro transaction basis, and the like.
  • In certain embodiments, the gaming system may offer various games to its users in various sports, including, but not limited to, football, basketball, baseball, hockey, racecar driving, soccer, cricket, and the like. For example, the offered games may be in connection with sports affiliated with various leagues including, but not limited to, the National Football League (NFL), the National Basketball Association (NBA), the National Collegiate Athletic Association (NCAA), Major League Baseball (MLB), the National Hockey League (NHL), the National Association for Stock Car Auto Racing (NASCAR), Major League Soccer (MLS), the Premier League, Formula 1, among others.
  • In certain embodiments, the games offered to various users are not limited to games associated with sporting events. For example, the gaming system may offer various games to its users related to any suitable live event or any suitable event perceived to be live. Various suitable live events and events perceived to be live may include, for example, televised games (e.g., World Series of Poker, Wheel of Fortune, Jeopardy, etc.), reality television (e.g., Dancing with the Stars, American Idol, etc.), award shows (e.g., Emmy, Grammy, etc.), animal races and competitions (e.g., duck hunting, fishing competitions, camel racing, etc.), Olympic competitions, outcomes of legal cases, choice of schools for famous children and athletes, current event outcomes, among other live events and/or events perceived to be live.
  • In certain embodiments, the games offered to various users may include any suitable competitive event and/or combinations of suitable competitive events, real and/or contrived. For example, the gaming system may offer various game combinations such as the best actor award and the winner of the presidential election, among other things.
  • The gaming system may be organized into a series of games, or arenas, with each game representing an actual real-life event. For example, one such gaming system arena may be a MLB game between the Chicago Cubs and the San Francisco Giants. Another example may be an NBA game between the Orlando Magic and the Los Angeles Lakers. The gaming system may also offer derivative game arenas. As an example, a derivative game arena may be the quarterback of the Chicago Bears versus the quarterback of the Indianapolis Colts. In the above-mentioned matchup between Bears and Colts quarterbacks, users with resources (e.g., virtual dollars) invested in the Bears quarterback at the time a positive stat event occurs (e.g., pass completion, touchdown, etc.) may be rewarded a bonus. In contrast, users with resources (e.g., virtual dollars) invested in the Bears quarterback at the time a negative stat event occurs (e.g., interception, etc.) may be penalized. A user of the gaming system website may elect to register for and participate in one or more of the gaming system arenas offered by the gaming system website.
  • Once individual games are complete, users of the gaming system may navigate to the gaming system virtual store, a three-dimensional experience where users may purchase virtual items (e.g., virtual game trophies) and customize virtual environments (e.g., virtual game dens and virtual player locker rooms) with the virtual resources earned playing the gaming system games.
  • FIG. 1 illustrates a flow diagram for a method for participating in a real-time, online multi-player game in accordance with an embodiment of the present invention. With regard to the default game play and user flow for an individual game, which may also be referred to as an arena or a pit, a large number of players may enter a pit. For example, because the size of a game is not restricted by a number of available real-life players as in current fantasy games, the number of fantasy players for a particular pit can range from two (2) up to hundreds and beyond. Additionally or alternatively, the number of fantasy players for a particular pit may be capped at a particular value. The users that enter a pit may each be awarded a predefined amount of virtual dollars (or “points,” “resources,” etc.) to begin the game. As an example, each player may begin with ten thousand (10,000) virtual dollars. Players may then have the option to place a portion of the virtual dollars in one or both of two competing sides in increments of some number. For example, the investment made to either side may be in increments of one hundred (100), among other things. In one embodiment, the virtual currency is removed from a user virtual wallet when investing in either side, as opposed to being taken from the invested virtual currency. In such a scenario, if a player has zero (0) virtual dollars, the player may be unable to make further investments in either side.
  • In certain embodiments, during a game, players may have a constant and steady amount of virtual dollars added to the player wallets so that players that lose their virtual dollars may have an opportunity to continue playing. For example, players may each receive an additional 2000 virtual dollars during the course of a game.
  • When a real-time stat event is detected or received, players may be rewarded and/or deducted a certain number of virtual dollars based on the amount of invested virtual dollars for one or both of the affected sides. Each stat event may have a set number per currency invested awarded to a team positively affected by the stat event, and also a set number per currency invested deducted from the side negatively affected by the stat event. For example, a touchdown may be worth six (6) virtual dollars per one hundred (100) currency invested for the side that scored, and may be worth negative three (−3) virtual dollars per one hundred (100) currency invested for the side that was scored against. As another example, an interception may be worth six (6) virtual dollars per one hundred (100) currency invested for the side that intercepted the pass, and may be worth negative three (−3) virtual dollars per one hundred (100) currency invested for the side that threw the interception.
  • In one embodiment, the rewards may be applied to a player wallet as opposed to adding to the funds invested to a particular side. For example, if a player earned six hundred (600) virtual dollars of currency from a touchdown, the player wallet may increase by six hundred (600) virtual dollars. In other embodiments, the reward may be invested to the side positively-affected by the stat event resulting in the award. Further, the reward may be split between investments and/or a player wallet based on user preferences set by a player. The scope of various aspects of the present invention should not be limited by where rewards are applied, unless explicitly claimed.
  • With regard to penalties, the penalties may be deducted from a player wallet first. Second, if insufficient virtual funds are present in the player wallet, the remaining penalties may be deducted from the investment funds related to the negatively affected side. Finally, if both the player wallet virtual funds and investment funds to the negatively affected side have been depleted, the remaining penalties may be deducted from the investment funds related to the side opposite of the negatively affected side.
  • As an example, if a player has a four hundred (400) virtual dollar penalty, the penalty may be deducted from one or more of the player wallet, and one or both of the investments. More specifically, if a player has two hundred (200) virtual dollars in the player wallet, one hundred (100) virtual dollars invested in negatively-affected side, and one hundred (100) virtual dollars invested in the other side, the penalty may first be applied to deduct the player wallet balance to zero (0), followed by deducting the negatively-affected investment side to zero (0), and then by deducting the other investment side to zero (0).
  • As an example, if a player has a one thousand two hundred (1200) virtual dollar penalty, the penalty may be deducted from one or more of the player wallet, and one or both of the investments. More specifically, if a player has one thousand (1000) virtual dollars in the player wallet, five hundred (500) virtual dollars invested in negatively-affected side, and two hundred (200) virtual dollars invested in the other side, the penalty may first be applied to deduct the player wallet balance to zero (0), followed by deducting the negatively-affected investment side to three hundred (300), while leaving the other investment side at two hundred (200).
  • In certain embodiments, the penalties may be deducted from a player wallet and one or both investments in any order. For example, the deductions may be applied based on an order specified in user preferences set by a player. Unless so claimed, the scope of various aspects of the present invention should not be limited by where the penalties are deducted and/or the order in which a player wallet and/or investments are deducted in response to penalties.
  • In certain embodiments, instead of virtual dollars, the resources used may be real money. As such, a user may be able to “cash out” the real money won and/or the remaining real money balance.
  • During a game, the value of each user portfolio is used to determine leaderboard standings. Additionally, other ranks may be calculated and displayed. For example, the top player, the player above the user, the player below the user, a user's friends (e.g., from a user friends list), and the like may be displayed on a leaderboard of each player's user interface. At the end of the game, user winnings, rewards and placement on the full leaderboard may be displayed.
  • FIG. 2 illustrates a flow diagram for a method for activating advanced play during participation in a real-time, online multi-player game in accordance with an embodiment of the present invention. First, a player may initiate an advanced play menu. As one example, a player may initiate an advanced play menu by pressing, and then holding, down the buy button for either side. However, a menu may be initiated in any number of ways (e.g., pressing button, drop-down menu, user preference, standing instruction, preset command, automatically, etc.). Unless so claimed, the scope of various aspects of the present invention should not be limited by how an advanced play menu is initiated.
  • An advanced play menu may have any number of menu items. Although discussed with respect to the below-listed four menu items, the present invention also may use a different number of menu items. For example, there may be more or less than four menu items. In one embodiment, the advanced play menu may have four items. For example, the advanced play menu may include an advanced ‘bet’ #1 from a first category, an advanced ‘bet’ #2 from a second category, and advanced ‘bet #3 from a third category, and a menu to select other bets to populate the above-mentioned three menu item slots.
  • The first category may be reserved for very high risk/reward options. For example, with regard to a pit including two NFL teams, the options may include a touchdown, field goal, two point conversion, and the like. As another example, with regard to a pit including two MLB teams, the options may include a home run, double, stolen base, and the like. Further, with regard to a pit including two NBA teams, the options may include higher point spreads and various long streaks, among other things.
  • The second category may be reserved for events that may occur on a more frequent basis. For example, with regard to a pit including two NFL teams, the options may include a first down, a completed pass, and the like. As another example, with regard to a pit including two MLB teams, the options may include a strike, a hit, and the like. Further, with regard to a pit including two NBA teams, the options may include lower point spreads and various short streaks, among other things.
  • The third category may be reserved for a collection of negative events that allow a participating player to bet against an investment. For example, if a participating player is invested in the Bears in an NFL game between the Bears and the Cowboys, the participating player may make an advance play menu selection that the Bears offense turns the ball over.
  • The fourth menu item may be menu a participating player may use to select other bets to populate the above-mentioned three menu item categories. The four menu items displayed may offer options in the context of the particular real-life event in progress. As one example, with regard to a pit including two NFL teams, a menu option for the team on defense may not include options related the defensive team kicking a field goal.
  • In certain embodiments, when a user selects an advanced play item from the advanced play menu, the user may select a value from, for example, 25% to 100% of the combined value of the participating player's wallet and investment in the particular side selected. As they move from 25% to 100%, the bonus that may be rewarded should the participating player ‘win’ may be displayed. Further, the display may further indicate the amount of actual currency the value represents, among other things.
  • In an embodiment, in response to selecting an advanced play option, currency may be taken first from a player wallet. Next, if necessary, currency may be taken from investment currency. However, in certain embodiments, currency may not be taken from the opposing side investment. The amount of currency selected and related to the selected advance play option may be displayed as attached to an icon representing the advance play item. Unless so claimed, the scope of various aspects of the present invention should not be limited by where the currency is deducted, the order in which a player wallet and/or investments are deducted in response to advanced play menu selections and/or the manner in which a selected advanced play option is displayed.
  • When a stat event occurs or the period for the advanced play item ends, a user may either be rewarded the bonus points shown to the user wallet, or may lose the currency selected to the advanced play choice, depending on whether the advanced play selection was correct. If the advanced play selection is incorrect, the currency may have already been deducted from one or more of the player wallet and/or the investment. If the advanced play selection is correct, the bonus points are rewarded to the wallet. Additionally, the currency previously deducted from one or more of the player wallet and/or investment would be placed back into one or more of the player wallet and/or the investment.
  • FIG. 3 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention. The real-time, online multi-player game module architecture overview shows the feature overview broken into architecture layers in a 3 tiered design, for example. Each layer may be abstracted of the other layers to allow for growth and redundancy. The media platforms layer illustrates releases for the web, mobile, and TV; however, any suitable media platform may be used. For example, media platforms may additionally include Xbox, PS3, and the Wii. A middleware layer is illustrated that contains various servers for supporting client and web features. Various client modules (e.g., core game, leaderboard, lobby, etc.) are illustrated and may be included in the gaming system client. The gaming system client may use, for example, a Unity 3D game engine, or any suitable game engine. Additionally, various web modules that may appear in the gaming system client are also illustrated. The middleware layer may abstract from the data layer, which may include, for example, database(s) and cached memory.
  • FIG. 4 illustrates a real-time, online multi-player game module architecture overview used in accordance with an embodiment of the present invention. The real-time, online multi-player game module architecture overview illustrates how each component may communicate with other components. A client layer may include, for example, iPhone, iPad, Android, web clients, and the like. In certain embodiments, the clients may each communicate through the same network application programming interface (API). Additionally, the website may include a client that communicates with its own backend web services.
  • The network model may be the layer on either side of the network cloud. The network model may include the agreed upon method of transmission, protocol, and shared data objects. In certain embodiments, the actual transmission may be abstract allowing data transmission using different methods. For example, to save bandwidth, data may be broken down manually into bits before sending. However, in other embodiments, the data may be transmitted in XML format to improve debugging, for example. Unless so claimed, the scope of various aspects of the present invention should not be limited by the method of data transmission.
  • The arbiter or arbiter service may initially instruct a client to connect to a particular server (e.g., a pit server, a lobby Server, a match maker server, etc.). Once connected, one or more of the various servers may take responsibility for the translation and transmission of data from the point after it is parsed by the stat parsing server to the client(s).
  • In certain embodiments, the data layer may include two portions. One portion of the data layer may be permanent, persistent data that is stored in one or more databases for every user and system that makes up the architecture. The second portion may be a distributed data layer that maintains the current, system wide information in use by all middleware systems that is eventually sent to users (e.g., cached memory). Where data is not available in the cached memory layer upon initial request, the request may retrieve the information from the one or more databases for the user and add it to the cached memory.
  • FIG. 5 illustrates a real-time, online multi-player game module communication overview used in accordance with an embodiment of the present invention.
  • FIG. 6 illustrates a real-time, online multi-player game system 600 used in accordance with an embodiment of the present invention. The system 600 may, for example, be implemented in one or more handheld communication devices (e.g., PDAs, cellular phones, handheld computers, etc.), laptops, notebooks and/or desktop computing systems, mainframe computing systems and/or network thereof, and/or a combination of the above-mentioned systems/devices. The exemplary system 600 may include user interface(s) 610, processor(s) 620, cache memory 630 and database(s) 640. The components of the system 600 may communicate via wired and/or wireless connections on one or more processing units, such as computers, storage devices, custom processors, and/or other processing units. The system 600 is illustrated with separate functional modules for illustrative clarity. Such modules, in practice, need not be distinct. For example, any or all functionality of the various modules may be implemented by a processor executing software instructions and/or by various hardware and/or software components. Such modules may, for example, share various hardware and/or software components also.
  • In an embodiment, the user interface(s) 610 is used by user(s) to, among other things, view and interact with the system 600. The user interface(s) 610 may be a computer that accesses the system 100 using a web client, and/or a personal digital assistant or cellular phone that accesses the system 100 using a smart-phone client, among other things.
  • The system 200 may also, for example, comprise one or more processors 620 that operate to perform any of a variety of functionality of the system (e.g., by executing instructions stored in a memory 630, 640 of the system 600). The processor module(s) 620 may comprise characteristics of any of a variety of suitable processors (e.g., general purpose microprocessors, microcontrollers, digital signal processors, application-specific integrated circuits, etc.).
  • The memory module(s) 630, 640 may comprise characteristics of any of a variety of suitable memory types (e.g., volatile memory, non-volatile memory, hard drive memory, CD memory, DVD memory, ROM, RAM, thumb drive memory, etc.). In an embodiment, one or more of the cache(s) 630 and the database(s) 640 may be one or more server computers running software that supports the storage, retrieval, and manipulation of the data used throughout the system 600.
  • In certain embodiments, the system may communicate with external system(s) 650 via processor(s) 620, among other things.
  • FIG. 7 illustrates a flow diagram for a method for integrating live statistical data of a real-life event into a real-time, online multi-player game in accordance with an embodiment of the present invention. First, events may occur at a real-life event and be recorded. In an embodiment, a third party 650 may record the real-life events occurring as the event happens at the real-life event. Unless so claimed, the scope of various aspects of the present invention should not be limited by who records the events.
  • Next, the processing component 620 of the gaming system 600 may acquire the event and determine whether the event is related to any pit of the gaming system 600. If the event is related to one or more pits of the gaming system 600, the event may be parsed into a stat event and stored in cache(s) 630 and/or database(s) 640. In certain embodiments, if the event is not related to one or more pits of the gaming system 600, the event may be discarded.
  • Then, the processing component 620 may retrieve the stat event and process the stat event to be added to the game state of the applicable players. For example, a pit server module may be used by the processing component 620 to process the stat event.
  • Next, the game states may then be sent to each applicable player user interface 610. For example, the user interface may be operating using a particular client (e.g., web client, iPhone client, iPad client, Android client, etc.).
  • Once the updated game state is received by the user interface 610, the user interface/client may redraw the game state and display the game event on a user interface 610 display. A player is then able to see the game event on the user interface 610/client window, the impact it has on game play, and is able to react accordingly.
  • FIG. 8 illustrates an exemplary mobile game interface login in accordance with an embodiment of the present invention.
  • FIG. 9 illustrates an exemplary mobile game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 10 illustrates an exemplary mobile game interface dashboard in accordance with an embodiment of the present invention.
  • FIG. 11 illustrates an exemplary mobile game interface in accordance with an embodiment of the present invention.
  • Examples of interactive elements (starting from the top left, moving down, then right, then up, then across the top from right to left), may include, for example: a buy button for the left side; a sell button for the left side; a player avatar that may bring up a home menu with options to quit pit, find other pits, etc.; a player currency total value calculated as player wallet, plus investment in side one, plus investment in side two (unresolved advanced play items may not be included in the player currency total value); chat tabs (selecting one of the three may change the focus of the messages sent); chat message (may show a slide up display of all chat for a particular channel); a chat message entry (that may cause the phone keyboard to show with the ‘send’ button); a sell button for the right side; a buy button for the right side; the right side team/side logo that may display stat information for the right side; a leaderboard/scoreboard toggle to change the upper element between a leaderboard and a scoreboard; a versus/timeout bar for displaying summary game stats for both sides; the left side team/side logo that may display stat information for the left side; leaderboard avatars that may bring up the three-dimensional avatar of the player in the stadium; and, a three-dimensional player avatar that may initiate a menu similar to the advanced play menu, among other things.
  • Examples of non-interactive elements (starting from the top left, moving down, then right, then up, then across the top from right to left), may include, for example: a left side power bar; a Left side investment value number; a player rank on the leaderboard (in the red circle); a number of chat messages unread for each channel (number in the small circle in the upper left hand corner); the player wallet; a right side investment value number; the right side score; a right side power bar; the right side timeouts; the left side score; and, the left side timeouts, among other things.
  • Examples of effects may include, for example:
  • In a sliding scale from none to very fast/extreme, the powerbar could flex like a heartbeat and pulse with a particle effect or glow in synch with the quantity (based on the sum of bonus amounts that have been awarded to all users) of stat event activity for that side. For example, if there was a touchdown and extra point, and many users were invested in the team when that happened, the pulse and flex of the bar (from flat to curved, like a heartbeat) would be rapid and extreme. Whereas, if there was nothing happening for that side, the powerbar may not flex or pulse at all.
  • When a value changes, the powerbar could slide in the direction of the change, and a tight, squat triangle changes direction to show the momentum of that movement. If the value change is negative, the bar may be red (gradient). If the value change is positive, the bar may be blue (gradient).
  • When a value changes, a particle effect may be used around the side logo and/or around the buttons for a particular side. For example, if the value change is negative, the particle effect may be mostly ready. If the value change is positive, the particle effect may be mostly blue.
  • In certain embodiments, stats may be displayed on the field, via a third line that may cast shadows on the field. The line may start where the play started, and end where the play ended. If the play is a pass or kick, the line may be an arc that goes above the field. If the play is a run or any other kind of play, the line may be a flat line that lies just above the field. If the line is considered a ‘good’ thing (i.e., play for forward progress or a score), the line may be blue. Alternatively, if the line is considered a ‘bad’ thing (i.e., play for backward progress), the line may be red.
  • In certain embodiments, some stat events may have three-dimensional text that may lie on the field at the end of the line where the stat event occurred. Both three-dimensional text and lines may have a minor glow effect, red for red lines and negative events, blue for blue lines and positive events. Bonus values may be displayed in an exciting and visually stimulating manner, so that a user views the values moving to the final place. For example, values may scroll from a current value to a final value, rather than just change, giving a ‘spinning odometer’ effect.
  • In certain embodiments, the display may swing in on a three-dimensional stat effect on the field to add more excitement. Additionally, intermissions or certain stat events, the display may focus on animated advertisements of sponsors in three-dimensional space of the stadium. Advertisements may also appear in other areas of the user interface.
  • FIG. 12 illustrates an exemplary mobile game interface in bar leaderboard and schedule in accordance with an embodiment of the present invention.
  • FIG. 13 illustrates an exemplary web game interface homepage in accordance with an embodiment of the present invention.
  • FIG. 14 illustrates an exemplary web game interface in accordance with an embodiment of the present invention.
  • Thus, certain embodiments may allow large groups of fantasy players to participate in a fantasy game during the corresponding real-life event(s). Additionally, statistical data of a live real-life event is integrated into a real-time, online mass multi-player fantasy game while players of the fantasy game are actively participating in the fantasy game.
  • Certain embodiments provide a method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game. The method comprises receiving a first stat event corresponding to a first real-life event and determining whether the first stat event is related to at least one game. The method comprises parsing the first stat event into a first game event if the first stat event is related to the at least one game. The method comprises storing the first game event, retrieving the stored first game event, and processing the retrieved first game event to change a game state. The method comprises communicating the game state to a client to update the client display.
  • In certain embodiments, the method comprises discarding the first stat event if the first stat event is not related to the at least one game.
  • In certain embodiments, the method comprises receiving an indication of an allocation of player resources from the client.
  • In certain embodiments, the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
  • In certain embodiments, the method comprises storing the indication of the allocation of player resources as a second game event. The method comprises retrieving the stored second game event and processing the retrieved second game event to change the game state. The method comprises communicating the game state to the client to update the client display.
  • In certain embodiments, the method comprises receiving a second stat event corresponding to a second real-life event and determining whether the second stat event is related to the at least one game. The method comprises parsing the second stat event into a third game event if the second stat event is related to the at least one game. The method comprises storing the third game event, retrieving the stored third game event, and processing the retrieved third game event to change the game state. The method comprises communicating the game state to the client to update the client display.
  • In certain embodiments, the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
  • In certain embodiments, the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
  • In certain embodiments, at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
  • In certain embodiments, the real-life event is at least one of a sporting event, a televised game, and a reality television show.
  • Various embodiments provide a non-transitory computer-readable medium encoded with a set of instructions for execution on a computer. The non-transitory computer-readable medium encoded with the set of instructions comprises a receiver routine configured to receive a first stat event corresponding to a first real-life event. The non-transitory computer-readable medium encoded with the set of instructions comprises a decision routine configured to determine whether the first stat event is related to at least one game and a stat parsing routine configured to parse the first stat event into a first game event if the first stat event is related to the at least one game. The non-transitory computer-readable medium encoded with the set of instructions comprises a memory storage routine configured to store the first game event, a retrieval routine configured to retrieve the stored first game event, and a processing routine configured to process the retrieved first game event to change a game state. The non-transitory computer-readable medium encoded with the set of instructions comprises a communication routine configured to communicate the game state to a client to update the client display.
  • In various embodiments, the non-transitory computer-readable medium encoded with the set of instructions comprises a discard routine configured to discard the first stat event if the first stat event is not related to the at least one game.
  • In various embodiments, the non-transitory computer-readable medium encoded with the set of instructions comprises an allocation receiver routine configured to receive an indication of an allocation of player resources from the client.
  • In various embodiments, the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
  • In various embodiments, the non-transitory computer-readable medium encoded with the set of instructions comprises the memory storage routine configured to store the indication of the allocation of player resources as a second game event. The non-transitory computer-readable medium encoded with the set of instructions comprises the retrieval routine configured to retrieve the stored second game event, the processing routine configured to process the retrieved second game event to change the game state, and the communication routine configured to communicate the game state to the client to update the client display.
  • In various embodiments, the non-transitory computer-readable medium encoded with the set of instructions comprises the receiver routine configured to receive a second stat event corresponding to a second real-life event. The non-transitory computer-readable medium encoded with the set of instructions comprises the decision routine configured to determine whether the second stat event is related to the at least one game and the stat parsing routine configured to parse the second stat event into a third game event if the second stat event is related to the at least one game. The non-transitory computer-readable medium encoded with the set of instructions comprises the memory storage routine configured to store the third game event, the retrieval routine configured to retrieve the stored third game event, and the processing routine configured to process the retrieved third game event to change the game state. The non-transitory computer-readable medium encoded with the set of instructions comprises th e communication routine configured to communicate the game state to the client to update the client display.
  • In various embodiments, the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
  • In various embodiments, the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
  • In various embodiments, at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
  • In various embodiments, the real-life event is at least one of a sporting event, a televised game, and a reality television show.
  • Certain embodiments provide a system for integrating live statistical data of a real-life event into a real-time, online mass multi-player game. The system comprises at least one user interface device for interacting with an online game during a related real-life event. The system comprises at least one memory device for storing at least game events corresponding to the related real-life event. The system comprises at least one processor device for receiving stat events, parsing the stat events into the game events, storing the game events in the at least one memory device, processing the game events, and updating a display of the user interface device based on the processed game events.
  • While the invention has been described with reference to certain embodiments, it may be understood by those skilled in the art that various changes may be made and equivalents may be substituted without departing from the scope of the invention. In addition, many modifications may be made to adapt a particular situation or material to the teachings of the invention without departing from its scope. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed, but that the invention may include all embodiments falling within the scope of the appended claims.

Claims (21)

1. A method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game, the method comprising:
at least one processing device for at least:
receiving a first stat event corresponding to a first real-life event;
determining whether the first stat event is related to at least one game;
parsing the first stat event into a first game event if the first stat event is related to the at least one game;
storing the first game event;
retrieving the stored first game event;
processing the retrieved first game event to change a game state; and
communicating the game state to a client to update the client display.
2. The method of claim 1, comprising discarding the first stat event if the first stat event is not related to the at least one game.
3. The method of claim 1, comprising receiving an indication of an allocation of player resources from the client.
4. The method of claim 3, wherein the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
5. The method of claim 3, comprising:
storing the indication of the allocation of player resources as a second game event;
retrieving the stored second game event;
processing the retrieved second game event to change the game state; and
communicating the game state to the client to update the client display.
6. The method of claim 5, comprising:
receiving a second stat event corresponding to a second real-life event;
determining whether the second stat event is related to the at least one game;
parsing the second stat event into a third game event if the second stat event is related to the at least one game;
storing the third game event;
retrieving the stored third game event;
processing the retrieved third game event to change the game state; and
communicating the game state to the client to update the client display.
7. The method of claim 6, wherein the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
8. The method of claim 1, wherein the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
9. The method of claim 8, wherein at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
10. The method of claim 1, wherein the real-life event is at least one of a sporting event, a televised game, and a reality television show.
11. A non-transitory computer-readable medium encoded with a set of instructions for execution on a computer, the set of instructions comprising:
a receiver routine configured to receive a first stat event corresponding to a first real-life event;
a decision routine configured to determine whether the first stat event is related to at least one game;
a stat parsing routine configured to parse the first stat event into a first game event if the first stat event is related to the at least one game;
a memory storage routine configured to store the first game event;
a retrieval routine configured to retrieve the stored first game event;
a processing routine configured to process the retrieved first game event to change a game state; and
a communication routine configured to communicate the game state to a client to update the client display.
12. The non-transitory computer-readable medium encoded with the set of instructions of claim 11, comprising a discard routine configured to discard the first stat event if the first stat event is not related to the at least one game.
13. The non-transitory computer-readable medium encoded with the set of instructions of claim 11, comprising an allocation receiver routine configured to receive an indication of an allocation of player resources from the client.
14. The non-transitory computer-readable medium encoded with the set of instructions of claim 13, wherein the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
15. The non-transitory computer-readable medium encoded with the set of instructions of claim 13, comprising:
the memory storage routine configured to store the indication of the allocation of player resources as a second game event;
the retrieval routine configured to retrieve the stored second game event;
the processing routine configured to process the retrieved second game event to change the game state; and
the communication routine configured to communicate the game state to the client to update the client display.
16. The non-transitory computer-readable medium encoded with the set of instructions of claim 15, comprising:
the receiver routine configured to receive a second stat event corresponding to a second real-life event;
the decision routine configured to determine whether the second stat event is related to the at least one game;
the stat parsing routine configured to parse the second stat event into a third game event if the second stat event is related to the at least one game;
the memory storage routine configured to store the third game event;
the retrieval routine configured to retrieve the stored third game event;
the processing routine configured to process the retrieved third game event to change the game state; and
the communication routine configured to communicate the game state to the client to update the client display.
17. The non-transitory computer-readable medium encoded with the set of instructions of claim 16, wherein the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
18. The non-transitory computer-readable medium encoded with the set of instructions of claim 11, wherein the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
19. The non-transitory computer-readable medium encoded with the set of instructions of claim 18, wherein at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
20. The non-transitory computer-readable medium encoded with the set of instructions of claim 11, wherein the real-life event is at least one of a sporting event, a televised game, and a reality television show.
21. A system for integrating live statistical data of a real-life event into a real-time, online mass multi-player game, the system comprising:
at least one user interface device for interacting with an online game during a related real-life event;
at least one memory device for storing at least game events corresponding to the related real-life event; and
at least one processor device for receiving stat events, parsing the stat events into the game events, storing the game events in the at least one memory device, processing the game events, and updating a display of the user interface device based on the processed game events.
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