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Patent 2807462 Summary

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Claims and Abstract availability

Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:

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(12) Patent Application: (11) CA 2807462
(54) English Title: INTERACTIVE SPORTS-THEMED GAME
(54) French Title: JEU INTERACTIF AYANT LE SPORT POUR THEME
Status: Dead
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 9/24 (2006.01)
(72) Inventors :
  • ROOT, JOHN (United States of America)
(73) Owners :
  • BLEACHER LEAGUE ENTERTAINMENT INC. (United States of America)
(71) Applicants :
  • BLEACHER LEAGUE ENTERTAINMENT INC. (United States of America)
(74) Agent: KIRBY EADES GALE BAKER
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2010-08-11
(87) Open to Public Inspection: 2011-02-17
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2010/002213
(87) International Publication Number: WO2011/019392
(85) National Entry: 2013-02-04

(30) Application Priority Data:
Application No. Country/Territory Date
12/462,906 United States of America 2009-08-11

Abstracts

English Abstract

A method and system for playing a virtual game is disclosed. The virtual game is associated with a real game, such as a baseball or golf game. Users play the virtual game which is based on events in a real game that is followed by the users simultaneously as they play the virtual game. In one embodiment, the real game is a baseball game. In another embodiment, the real game is a golf game. A server communicates with clients to allow multiple users to compete in the virtual game via the use of client devices.


French Abstract

L?invention concerne un procédé et un système permettant de jouer à un jeu virtuel. Le jeu virtuel est associé à un jeu réel, tel qu?un jeu de baseball ou de golf. Les utilisateurs jouent au jeu virtuel, lequel est basé sur des épreuves d?un jeu réel suivi simultanément par les utilisateurs à mesure qu?ils jouent au jeu virtuel. Dans un mode de réalisation, le jeu réel est un jeu de baseball. Dans un autre mode de réalisation, le jeu réel est un jeu de golf. Un serveur communique avec les clients pour permettre à de multiples utilisateurs de participer à une compétition dans le jeu virtuel au moyen des dispositifs clients.

Claims

Note: Claims are shown in the official language in which they were submitted.


What is claimed is:

1. A system for playing a game, comprising:
a virtual game server;
a user database;
a live game data server;
a statistics database;
a communications network; and
at least one client, wherein the virtual game server, live game data server,
and the
client are configured to communicate via the communications-network.

2. The system of claim 1, further comprising a virtual game official client,
wherein the virtual game official client is configured to communicate via the
communications network.

3. The system of claim 2, further comprising a gaming server, wherein the
gaming
server is configured to communicate via the communications network.

4. The system of claim 1, further comprising a radar gun, wherein the radar
gun is
configured to communicate via the communications network.

5. The system of claim 1 wherein the client further comprises an automated
predictor, the automated predictor configured to generate automatic
predictions.

6. The system of claim 2 wherein the virtual game official client further
comprises means for canceling a contest.

7. A virtual game client device, comprising:
a computer readable medium comprising machine instructions for communicating
with a virtual game server;
means for selecting one or more outcomes for a contest;

14

means for presenting a current percentage of correct predictions; and
means for presenting a current streak.

8. The device of claim 7, further comprising means for presenting the selected

outcomes.

9. The device of claim 8, further comprising means for presenting real game
data.

10. The device of claim 9, further comprising means for displaying real game
video.

11. The device of claim 7, further comprising means for presenting a point
value
associated with each outcome.

12. The device of claim 8, further comprising means for presenting a current
score for at least one other user.

13. The device of claim 12, further comprising means for presenting a current
score of an automated predictor.

14. A method for playing a game, comprising the steps of:
receiving login data;
retrieving user preferences;
receiving a live game selection;
receiving live game data;
receiving participant statistics;
generating point values;
receiving user outcome selections; and
awarding points for correct predictions



15

15. The method of claim 14, wherein the step of generating point values
comprises computing a value based on subtracting a success ratio from a scale
factor.

16. The method of claim 14, further comprising the step of managing a
prediction
window.

17. The method of claim 16, wherein the step of managing a prediction window
comprises the steps of:
receiving an event end;
opening the prediction window; and
receiving user input until a start event is received, wherein the prediction
window
is closed upon reception of the start event.

18. The method of claim 17, further comprising the step of evaluating a
criterion
to determine if the receiving of an end event requires issuing an event
cancellation.

19. The method of claim 18, wherein the criterion is the third out of an
inning in a
baseball game.

20. The method of claim 18, wherein the criterion is a pitching change in a
baseball game.

21. The method of claim 17, wherein the start event is the detection of a
pitched
ball by a radar gun.

22. The method of claim 16, wherein the criterion is completion of a hole on a

golf course.



16

Description

Note: Descriptions are shown in the official language in which they were submitted.


WO 2011/019392 CA 02807462 2013-02-04PCT/US2010/002213


INTERACTIVE SPORTS-THEMED GAME

CROSS REFERENCE TO RELATED APPLICATIONS
This application is a continuation-in-part of U.S. patent application
12/150723,
filed April 30, 2008.

FIELD OF THE INVENTION
The present invention relates generally to games. More particularly, the
present
invention pertains to game involving predicting the outcome of a live sporting
event.

BACKGROUND
Activities based on predicting the outcome of sporting events are popular in
today's culture. The motivation for these activities may include gambling, but
may also
include general amusement and entertainment purposes. Sporting events generate

revenue by various means, such as ticket sales, concession sales (e.g. food
and
beverages), and advertising, among others. An activity that promotes the
attendance
and/or receiving broadcasts of live sporting events can add value to
advertising,
especially towards the latter parts of a sporting event. In many cases, if a
sporting event
turns out to be a one-sided "blowout," attendance and the number of viewers
may
plummet, thereby decreasing the effect of advertising. Therefore, it is
desirable to
provide an activity that promotes an audience engagement in a sporting event,
regardless
of the outcome of the event itself.

SUMMARY OF THE INVENTION
The main concept of the game of the present invention is to increase the fan's

involvement in a live sporting event. The game of the present invention
provides each
player the opportunity of becoming interactive with each play of the real
game. Beyond
simply entertainment, the game of the present invention serves to keep fans in
the seats
or watching the game on television, since they are involved in every play of
the real
game. Unlike typical "fantasy" games that depend on the players of the fantasy
game to
select real players that perform well, the outcome of the game of the present
invention is

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directly related to knowledge of the game, and is not dependent on good
performance
from a particular subset of athletes.

BRIEF DESCRIPTION OF THE DRAWINGS
In the drawings accompanying the description that follows, often both
reference
numerals and legends (labels, text descriptions) may be used to identify
elements. If
legends are provided, they are intended merely as an aid to the reader, and
should not in
any way be interpreted as limiting.

FIGs. 1 ¨4 show block diagrams of systems in accordance with various
embodiments of the present invention.
FIGs. 5 ¨ 9 show embodiments of a client user interface in accordance with
various embodiments of the present invention.
FIG. 10 is a flowchart indicating process steps for determining an event
transition.
FIG. 11 is a flowchart indicating process steps for user login and play of the

virtual game.

DETAILED DESCRIPTION
In the ensuing description, the terms "real game" or "live game" refer to the
live
sporting event of which the events are being predicted. The term "virtual
game" pertains
to the interactive sports-themed game of the present invention. The term
"user" pertains
to a person playing a "virtual game." It is to be understood that, unless
specifically stated
to be otherwise, the term "player" in the context of the virtual game, may
refer to a single
person, or group of people. The term "event" pertains to a particular
"contest" within a
game, such as a pitcher facing a batter in baseball, or a golfer playing a
hole on a golf
course. The term "result" or "outcome" as it pertains to a "real game" refers
to a play of
the live sporting event (e.g. a "triple" in baseball, or an "interception" in
football).

The basic concept of play of the virtual game is that a user is presented
multiple
possible outcomes of an event, and selects a subset of those possible outcomes
prior to

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the event transpiring. Upon completion of the event, the subset of outcomes
selected by
the user is compared with the result of the transpired event. The user is
awarded points if
the result of the transpired event matches one of the events in the subset of
outcomes
selected by the user.

In one embodiment of the present invention, a user plays the virtual game on a

mobile client, such as a mobile phone. In another embodiment of the present
invention, a
user plays the virtual game on a television, or television set top box. In yet
another
embodiment of the present invention, a PC (personal computer) client is used.

FIG. 1 shows a block diagram of a system 100 in accordance with an embodiment
of the present invention. System 100 comprises a statistics database 102, live
game data
server 104, virtual game server 106, and user database 105. While each
database and
server is indicated as a separate entity, those skilled in the art will
recognize that the
various server and database functions may be contained within a single
computer, or
distributed over a plurality of computers, without departing from the scope
and purpose
of the present invention.

Statistics database 102 contains current data on players of the real game. For

example, in the case of a virtual game based on a major league baseball game,
the
statistics database comprises current baseball statistics for major league
players. Such
statistics may include, but are not limited to, batting average, ERA, slugging
percentage,
on base percentage, RBIs, number of walks, number of each category of hit, and
number
of strikeouts, to name a few. The statistics may be further categorized
according to type
of pitcher or hitter faced (e.g. left handed, right handed, etc...), or
categorized according
to a particular matchup (e.g. the batting average of a particular hitter when
facing a
particular pitcher).

Live game data server 104 provides the events of a real game in real time. The

live game feed data is provided by a content provider in a computer-readable
format,
such as XML data. Live game feed data is currently known in the art. Examples
of such

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services include "Game Channel" by YAHOO (Sunnyvale, California). The live
data
includes the current contest (e.g. which batter is facing which pitcher), as
well as the
score, and time remaining (where applicable). In the case of baseball, the
current inning,
and number of outs are provided.

Virtual game server 106 aggregates information from statistics database 102
and
live game data server 104 and presents data to one or more clients (108, 110,
and 112)
via communications network 114. In one embodiment, communications network 114
comprises the Internet. In one embodiment, virtual game server stores data
pertaining to
each user. (player of the virtual game) in user database 105. Data stored in
user database
105 may include, but is not limited to, user name, user e-mail address, user
phone
number, user score, and user friends (other players of the virtual game).
Other virtual
game preferences may also be stored in user database 105.

Mobile client 112, TV client 110, and PC client 108 are virtual game clients
that
(generally referred to as "clients") provide an interface for the user to play
the virtual
game while following along with the real game. This encourages more
involvement in
watching the real game, even when the score of the real game may not be that
close. By
keeping fans engaged in the real game for a longer period, effectiveness of
advertising
during the real game is potentially improved, especially in the case of a real
game where
the score is not close. This is because users interested in the virtual game
will continue
to watch the real game, even if the eventual outcome of the real game is
already
surmised.

PC client 108 comprises a personal computer such as a desktop, laptop, or
netbook, for example. In one embodiment, the user accesses a website via a
browser to
log on, and play the virtual game. TV Client 110 may be integrated into a
digital
television, or alternatively, may reside as an application in a digital
television set top box
(STB). Mobile client 112 is preferably a mobile telephone such as a so-called
"smart
phone" such as an iPhone, which is produced by APPLE, Inc., of Cupertino,
California.
In the case of a mobile client, the communication between the mobile client
112 and the

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virtual game server 106 may comprise use of a cellular network to communicate
with the
Internet.

The virtual game server 106 is the heart of the "backend" processing. It
receives
login data from a user on a client, and checks credentials within the user
database 105.
When the credentials have been validated, user preferences are then retrieved.
These
preferences may include, but are not limited to, position of various user
interface
elements, font sizes and styles, and a list of other players that the user can
"play along
with." The user selects a live game to use for predicting outcomes. The
virtual game
server then retrieves the appropriate live game data from the live game data,
server 104.
The live game data includes participants in a particular contest (e.g. a
particular batter
and pitcher in a baseball game). The virtual game server then retrieves
appropriate
statistics for the participants from the statistics database 102. Using the
statistics from
statistics database 102, the virtual game server 106 generates point values
for each
possible outcome based on likelihood of occurrence, and presents the choices
to the user
on a client. In one embodiment, the virtual game server 106 provides data via
HTTP to
the client. The data may comprise HTML pages, XML data, or other suitable
formats.

Once the user chooses one or more possible outcomes, and performs a "play"
action via the user interface of a client (108, 110, or 112), the client
transmits the user's
outcome choices to the virtual game server 106. Once the actual event
transpires, as
indicated by updated data from live game data server 104, the virtual game
server 106
then compares the actual outcome with those selected by the user, and awards
the user
the corresponding number of points, based on the generated point values for
each
outcome. The virtual game server 106 then posts a status update to all
subscribed clients
to reflect the change in the user's current score and success percentage.

FIG. 2 shows a block diagram of a system 200 in accordance with an additional
embodiment of the present invention. System 200 is similar to system 100, but
further
comprises a Virtual Game Official (VGO) client 216. The VGO client supports a
virtual
game official, which is a live person who officiates the virtual game. During
play, the

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VG0 watches the live game, and updates various parameters according to what is

observed in the live game. Examples of things the VG0 can control include, but
are not
limited to, the available outcomes presented to the user for a given contest,
and the
opening and closing of the prediction window for a contest. The prediction
window is
defined as the period of time during which a user is permitted to make a
prediction for a
given contest. A contest is defined as an event involving one or more live
game players.
Examples of an event include a pitcher-hitter match-up, or a golfer attempting
to play a
particular hole on a golf course. There is flexibility in the rules of the
virtual game. In
one embodiment pertaining to baseball, the prediction window is opened when
the prior
contest starts, and closes when the current contest starts., In that
embodiment, virtual
game players must make their predictions prior to the start of the contest. In
one
embodiment, the start of the contest is defined as the point when the pitcher
releases the
first pitch to a batter for a particular at bat. The VGO can open and close
the windows by
executing commands on the VG0 client 216 which direct the Virtual Game Server
106 to
control the virtual game player's clients (108, 110, 112). The VG0 can also
respond to
last-minute lineup changes to cancel a contest that currently has an open
prediction
window, and replace it with a new contest. Examples of this include pitcher
and/or batter
substitutions that frequently occur in baseball games. In another embodiment,
the
prediction window is always open, and predictions on the current contest may
be made at
anytime. This mode of play is suited for a casual, non-competitive
environment.

FIG. 3 shows a block diagram of a system 300 in accordance with an additional
embodiment of the present invention. System 300 is similar to system 200, but
further
comprises a gaming server 318. The purpose of the gaming server 318 is to
provide
control for live gambling on virtual game results. Monies or prizes may be
awarded on
points scored in the virtual game, or on a contest-by-contest basis. In the
contest-by-
contest embodiment, users have an opportunity to place a wager prior to the
start of a
contest, and win if the actual outcome of the contest matches one of the
outcomes the
user had chosen. The amount won can depend on the number of points awarded for
a
particular correctly chosen outcome. The number of points awarded for a
particular
outcome is calculated by the virtual game server 106, based on data from the
live game

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data server 104, and the statistics database 102. For example, for a given
player, the
number of points awarded for a particular outcome may be calculated by:

P = S - [lNT]S*X/T

Where P is the number of points, S is a scale factor, and X is the number of
times a
player achieved a particular outcome (e.g. a single, double, walk, etc...),
and T is the
total.number of trips to the plate (at bats). Therefore, X/T is a success
ratio, and by
subtracting the success ratio from a scale factor, a point value is
calculated. For example,
if S is 10, X, for a single, is 14, and T is 33, then P issalculated as:

P = 10 - [INT] 10*14/33 = 10- [INT]4.2424 = 10 ¨ 4 = 6

Therefore, for that particular player, the points awarded for a single is 6.
As can
be seen, the higher percentage of singles a player gets, the fewer points are
awarded for
correctly guessing that outcome. Other metrics that may be used to calculate
point values
include, but are not limited to, slugging percentage (SLG), on base percentage
(OBP),
and on base plus slugging (OPS).

The point values for each possible outcome are transmitted from the virtual
game
server 106 to the gaming server 318. The gaming server 318 handles
transactions and
accounts for the bettors, and an enables separate business organizations to
operate the
virtual game network, and the gambling operation. In one embodiment,
communications
network 114 may be a private network (as opposed to the Internet), and all the
virtual
player clients may comprise TV clients 110 and PC clients 108. By eliminating
mobile
clients and using a private network, it facilitates constraining virtual game
play to occur
in a specific jurisdiction. An example is to confine play to within hotel
rooms at a
particular hotel in Las Vegas Nevada, or other jurisdiction where sports-
betting is legal
and preventing wagering on the virtual game from outside of the desired
jurisdiction.
Another embodiment includes mobile clients, and utilizes location reporting
information


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within the mobile client (e.g., the GPS within a mobile phone) to determine if
the mobile
client is within the correct jurisdiction.

FIG. 4 shows a block diagram of a system 400 in accordance with an additional
embodiment of the present invention. System 400 is similar to system 300, but
further
comprises a radar gun 420 which is configured to communicate to virtual game
server
106 via communications network 114. In this embodiment, the closing of the
prediction
window is performed automatically by radar gun 420. The prediction window for
a
given contest C. opens when contest C,1 ends. For example, if contest C,1 was
ended by
a fly out, then as soon as the ball was caught, theNGO would open the
prediction
window for context C. via VGO client 216, which sends instructions to virtual
game
server 106, which in turn sends commands to clients (108, 110, 112) to
indicate the open
prediction window for contest C. to the virtual game players. In this
embodiment,
instead of having the VGO close the window manually by observing when the
first pitch
of an at bat was thrown, the radar gun 420 sends a "pitch thrown" event to the
virtual
game server once the pitch is detected, and the virtual game server 106 closes
the
prediction window in response to the pitch thrown event. Various produced
models of
radar gun may be suitable for radar gun 420. For example the SR3600 by SPORTS
RADAR LTD of Homosassa, Florida provides a data port that may be used to
transmit
radar data to a local computer (not shown), which then transmits the data to
virtual game
server 106 to signal a "pitch thrown," and hence, the closing of the
prediction window. It
is contemplated that a radar gun with integrated communication (e.g. built in
WiFi), may
be able to communicate with virtual game server 106 without the need for a
local
computer.

FIG. 5 shows an embodiment of a client user interface 500. This is a non-video

baseball embodiment, in that no live video is displayed on the user interface.
This
interface is intended for situations where a live video feed is available
(e.g. on the user's
television), or when a user is attending the real game and watching it live
(e.g. at a
stadium). IN this user interface, a contest information window 502 displays
information
about the current contest. In FIG. 5, the contest information 502 displays
information for

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a pitcher named Beckett, throwing against a batter named Thome. Available
outcome
window 508 shows a list of available outcomes the user may select. In FIG. 5,
the
available options shown are single (1B), double (2B), triple (3B), home run
(FIR), and
walk (BB). In one embodiment, additional outcomes may be displayed by invoking
a
scrolling or paging control (not shown) on the user interface.

Real game information window 510 shows information pertaining to the real
. game. In FIG. 5, a current score between two baseball teams is shown, along
with the
current inning. A graphical indication, such as base indication 511, may be
used to
convey current base runner information.

Virtual game status window 504 shows information pertaining to the virtual
game. In the embodiment of FIG. 5, the current percentage of correct
predictions 505 for
the user is shown, as well as the current streak 507, which conveys how many
of the
previous outcomes had the same result (correct or incorrect).

Selected outcomes window 512 shows the current outcome (or outcomes) the user
has selected as the prediction for the contest indicated in contest display
window 502.

Optional advertisement window 506 displays advertisements which may change
periodically during play of the virtual game. In one embodiment, the
advertisements are
targeted, based on user preferences stored in user database 105. In this way,
improved
advertising revenue is possible. In one contemplated business model, users
create an
account in order to play the virtual game, and provide some personal
preferences or other
demographic information which is then used to select advertisements that are
most
appropriate for that particular user.

FIG. 6 shows a subsequent step for the embodiment of FIG. 5. In FIG. 6, the
Selected outcomes window 512 shows 3 selections (1B, 2B, BB). The user
manipulates
cursor 514 to highlight a particular selection, and then performs a selection
action to
place the outcomes in the selected outcomes window. While specifics of the
selection.

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means may vary in different embodiments, those skilled in the art will
recognize that list
manipulation and item selection are well known in the art. Techniques for
manipulating
lists and selecting items therefrom may include, put are not limited to, a
keyboard,
mouse, trackball, buttons, and touch screen interface.

FIG. 7 shows a subsequent step for the embodiment of FIG. 6. In FIG. 7, the
result of the contest shown in contest display window 502 in FIG. 5 has now
occurred,
and is displayed in the selected outcomes window 512. A new contest is
displayed in the
contest display window 502 of FIG. 7.

Real game information window 510 is updated to show the new information. In
this case, as base indication 511 now shows a runner on second base, via the
circle image
on the second base position of the base indication 511.

Virtual game status window 504 now shows updated information pertaining to the

virtual game. In FIG. 7, the current percentage of correct predictions 505 has
increased
as compared with that shown in FIG. 5, since the user had a double (2B) as one
of his
predictions, and a double had occurred in the real game. The current streak
507, is
updated to indicate one correctly predicted outcome. If the user predicts the
next
outcome correctly, the current streak 507 will display "2 correct." If the
user incorrectly
predicts the next outcome, the current streak 507 will display "1 incorrect."

FIG. 8 shows an alternative embodiment of a client user interface 600. This is
a
real game video baseball embodiment, and comprises real game video display
window
620, which shows video of the real game, as the user plays along with the
virtual game.
For a mobile client 112 or PC client 108, the video delivery can be
accomplished via
known video streaming techniques such as HTTP or RTSP protocols. For a TV
client
110, the video delivery can be through a streaming protocol such as HTTP or
RTSP, or
via RF through cable, satellite, or terrestrial broadcasting. The user
interface 600 also
comprises outcome value window 608, which displays point values for each
corresponding outcome in available outcome window 508. For example, in FIG. 8,
a

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single has a point value of 3, a double has point value of 4, and triple has a
point value of
6, etc.... In this case, a user earns 4 points for correctly predicting a
double, and 6 points
for correctly predicting a triple. Virtual game status window 626 shows
current total
points for the user 628, as well as current total points for "friends" 630,
and 632. The
friends are defined by a user profile stored in user database 105. In one
embodiment, a
group average 634 is computed and displayed on all participating client
devices. In one
embodiment, the group on which the group average is computed is a television
audience.
Virtual game status window 626 may also show the score of an automated
predictor 636.
In one embodiment, the automated predictor is a computer program executing on
virtual
game server 106, which generates automatic predictions about the real game.
The
automated predictor utilizes the information from live game data server 104
and statistics
database 102. In an embodiment where the virtual game server 106 is computing
a point
value (as described in description of FIG. 3), the automated predictor program
can use
the lowest computed point value as the outcome to predict, since point value
is intended
to be inversely related to probability of occurrence (that is, the more
unlikely the event is,
the more points are awarded for correctly guessing that outcome).

Selected outcomes window 622 displays information regarding which outcomes
the user selected (similar to as described in description of FIG. 6), and is
also used to
preview the upcoming contest (in this case, pitcher Beckett vs. batter
Hudson). Play
button 624 initiates the sequence of the steps for the user to select outcomes
for the
prediction in selected outcomes window 622. Once the prediction window closes,
the
play button 624 becomes un-selectable (e.g. "grayed out").

FIG. 9 shows an alternative embodiment of a client user interface 700. This is
a
real game video golf embodiment, and comprises real game video display window
620,
which shows video of the real golf game which corresponds to the virtual game
being
played. Virtual game status window 926 operates similar to virtual game status
window
626, showing current total points for the user 928, as well as current total
points for
"friends" 930, and 932, group average 934 and the score of an automated
predictor 936.
Contest information window 902 shows the current contest for which the
prediction

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window is now closed (e.g. Tiger Woods on 14th hole). In the selected outcomes
window
922, the upcoming event, for which the prediction window is open, is shown.
The user
invokes the play button 924 to make predictions, and optionally wager on those

predictions, similar to the procedure described for FIGs 5 ¨ 8. In this
embodiment,
pertaining to golf, the available outcomes are different than those for
baseball, and
comprise the number of strokes that a particular golfer will score on a
particular hole on a
golf course. These choices are shown in available outcome window 908. The
corresponding point value for each outcome is shown in outcome value window
909.

FIG.. 10 is a flowchart indicating process steps for determining an event
transition. In step 1002 an event end signal is received. In one embodiment
pertaining to
baseball, the event end signal is received at the virtual game server 106 from
the live
game data server 104 whenever an out is made. For other sports, the criteria
of an event
end will change. For example, in a golf embodiment, the event end signal
comprises an
indication that a golfer has completed the current hole.

In step 1004, a check is made to see if the third out of the current inning
(the
criterion for determining if the contest is to be cancelled). If it is the
third out, this is an
"end event" that requires an event cancellation, since it results in the teams
of the real
game switching sides, and therefore the contest that was upcoming prior to the
third out
is cancelled in step 1006. If it is not the third out, user interface
information is updated in
step 1008. The updated information may include the contest information window
502,
real game information window 510, and the virtual game status window 504 (see
FIG. 5).
In step 1010 the prediction window for the current event opens. At this time,
the users
can now place predictions on the current contest. In step 1012, a start event
is checked
for. If a start event has not yet occurred, user predictions are received in
step 1016.
When a start event occurs (e.g. a signal received from radar gun 420 based on
the
detection of a pitched ball, or VGO client 216), the prediction window is
closed in step
1014, and no further predictions on the current event are accepted by virtual
game server
106.


12

WO 2011/019392 CA 02807462 2013-02-04PCT/US2010/002213


FIG. 11 is a flowchart indicating process steps for user login and play of the

virtual game. In step 1102, user login is received by the virtual game server
106, if the
credentials (e.g. username and password) are incorrect, the login process is
terminated. If
the login credentials are correct, in step 1106, the user preferences are
retrieved from user
database 105. In process step 1108, a live game selection is performed, in
which the
virtual game server receives the desired real game the user wishes to
associate with the
virtual game. For example, on a given day, there may be 10 baseball games
scheduled,
and the user selects which of those games he wants to predict, and hence
"associate" his
virtual game to. Once the real game is selected, the real game data is
received in step
1110 (e.g. from live game data server 104). In step 1112 participant (ez.
pitchers,
batters, etc.¨) statistics are retrieved from the statistics database 102.
Based on the
statistical data from statistics database 102, and the live game data received
at step 110,
point values for each available outcome are generated in step 1114. In step
1116 the
user's selected predictions are received (e.g. from clients 108, 110, or 112).
In step 1118
(one the contest of the real game has transpired), the actual outcome of the
contest in the
real game is compared with the user selections received in step 1116. In step
1120, the
result of the comparison is checked. If the comparison matched (that is, the
user made a
correct prediction), points are awarded to the user in step 1122. In process
step 1124, a
status update is posted to all interested clients. The status update includes
information
such as the current user score. This information is sent to the user's client
device (e.g.
PC client 108, TV client 110, or mobile client 112). It is optionally sent to
other clients,
such as those of "friends" of the user, so that the friends can get an update
of the user's
score (see 630 and 632 of FIG. 6). In this way, the user can enjoy competition
with other
players of the virtual game that is associated with the same real game the
user is
watching.

Accordingly, the reader will see that the disclosed game and method of playing

provide for an interactive experience that enhances the enjoyment of watching,
or
listening to, a live sporting event. Although the descriptions above contain
specific
details, these should not be construed as limiting the scope of the invention,
but merely as
providing illustrations of some of the presently preferred embodiments of this
invention.

13

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date Unavailable
(86) PCT Filing Date 2010-08-11
(87) PCT Publication Date 2011-02-17
(85) National Entry 2013-02-04
Dead Application 2016-08-11

Abandonment History

Abandonment Date Reason Reinstatement Date
2015-08-11 FAILURE TO REQUEST EXAMINATION
2015-08-11 FAILURE TO PAY APPLICATION MAINTENANCE FEE

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Reinstatement of rights $200.00 2013-02-04
Application Fee $400.00 2013-02-04
Maintenance Fee - Application - New Act 2 2012-08-13 $100.00 2013-02-04
Maintenance Fee - Application - New Act 3 2013-08-12 $100.00 2013-08-06
Maintenance Fee - Application - New Act 4 2014-08-11 $100.00 2014-08-11
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
BLEACHER LEAGUE ENTERTAINMENT INC.
Past Owners on Record
None
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Representative Drawing 2013-03-12 1 7
Abstract 2013-02-04 1 56
Claims 2013-02-04 3 81
Drawings 2013-02-04 11 142
Description 2013-02-04 13 658
Cover Page 2013-04-08 1 36
PCT 2013-02-04 10 675
Assignment 2013-02-04 4 92