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Patent 2975618 Summary

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(12) Patent Application: (11) CA 2975618
(54) English Title: SYSTEM AND METHODS FOR MANAGING SIDE CHALLENGES BETWEEN USERS IN FANTASY GAMING
(54) French Title: SYSTEME ET PROCEDES POUR GERER DES DEFIS ALTERNATIFS ENTRE UTILISATEURS DANS UN JEU DE FICTION
Status: Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication
Bibliographic Data
(51) International Patent Classification (IPC):
  • G07F 17/32 (2006.01)
  • A63F 13/828 (2014.01)
  • G06Q 50/34 (2012.01)
(72) Inventors :
  • KEHOE, DANIEL G. (United States of America)
(73) Owners :
  • ZCO, LLC
(71) Applicants :
  • ZCO, LLC (United States of America)
(74) Agent: BORDEN LADNER GERVAIS LLP
(74) Associate agent:
(45) Issued:
(86) PCT Filing Date: 2016-02-06
(87) Open to Public Inspection: 2016-08-11
Availability of licence: N/A
Dedicated to the Public: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): Yes
(86) PCT Filing Number: PCT/US2016/016912
(87) International Publication Number: US2016016912
(85) National Entry: 2017-08-01

(30) Application Priority Data:
Application No. Country/Territory Date
14/975,595 (United States of America) 2015-12-18
14/975,642 (United States of America) 2015-12-18
62/113,130 (United States of America) 2015-02-06

Abstracts

English Abstract

Interactive systems and methods for creating game and game-like applications, including a side challenge application for building a head-to-head challenge between users, are presented. The first user selects the second user that is a target of the challenge. The first user then selects a fantasy performer, a performance goal for the fantasy performer, a challenge time period, and a challenge wager. The challenge is presented to the second user whom accepts, rejects or proposes a modification to the challenge. A result of the challenge is scored and reported to both of the first and second users. The fantasy performer can include a single player or entity, an entire roster or multiple players.


French Abstract

L'invention concerne des systèmes et des procédés interactifs pour créer des applications de jeu et de type jeu, notamment une application de défi alternatif pour constituer un défi en face-à-face entre des utilisateurs. Le premier utilisateur sélectionne le second utilisateur qui est une cible du défi. Le premier utilisateur sélectionne ensuite un exécutant de fiction, un objectif de performance pour l'exécutant de fiction, une période de temps de défi, et un pari de défi. Le défi est présenté au second utilisateur qui accepte le défi, rejette le défi ou propose une modification au défi. Un résultat du défi est noté et rapporté à la fois aux premier et second utilisateurs. L'exécutant de fiction peut comprendre un seul joueur ou une seule entité, une équipe entière ou de multiples joueurs.

Claims

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


CLAIMS
What is claimed is:
1. A side challenge method between a first user and a second user in a
fantasy gaming
system wherein the first user is not currently playing in a matchup against
the second user in
a fantasy league, the method comprising:
receiving input by the first user via a first graphical user interface
regarding the
second user that is a target of the challenge;
receiving input by the first user via the first graphical user interface of a
plurality of
challenge parameters, including:
a first fantasy performer;
a challenge performance parameter;
a challenge time period; and
a challenge wager;
presenting the challenge parameters to the second user on a second graphical
user
interface;
receiving input by the second user via the second user interface of a second
fantasy
performer;
receiving an input from the second user via the second graphical user
interface,
including:
whether the challenge is accepted or countered; and
a second fantasy performer;
scoring a result of the challenge based upon the plurality of performance
parameters
in the challenge time period and the input from the second user; and
reporting the scored result to both of the first and second users.
2. The method of claim 1, wherein the first fantasy performer and the
second fantasy
performer are each a group of persons.
3. The method of claim 1, further comprising:
storing in a database the challenge and the scored result of the side
challenge;
determining a leaderboard of side challenge performances based upon the scored
46

results of a plurality of side challenges; and
displaying the leaderboard one both of the first and second graphical user
interfaces.
4. The method of claim 1, further comprising presenting to the first user a
monetary
charge for presenting the challenge to the opposing second user.
5. The method of claim 4, further comprising presenting the first user with
an option to
pay the monetary charge on behalf of both the first user and the second user.
6. The method of claim 1, further comprising:
receiving an input from at least one of the first and second users that a swap
of a
respective first or second fantasy performers is desired;
updating the respective first or second fantasy performers that is the subject
of the
side challenge; and
scoring the side challenge based upon the updated respective first or second
fantasy performers.
7. The method of claim 1, wherein each of the first and second fantasy
performers
comprises at least one of a team, an individual competitor, a group; a
company; a financial
instrument; an inanimate object and an animal.
8. The method of claim 1, further comprising the second user forming a
roster of players
belonging to the second user prior to the selection of the second fantasy
player.
9. The method of claim 8, further comprising the second user creating a
user profile in
the fantasy gaming system prior to the selection of the second fantasy player.
10. The method of claim 1, further comprising the second user creating a
user profile in
the fantasy gaming system prior to the selection of the second fantasy player.
47

11. A side challenge method between a first user and a second user in a
fantasy gaming
system wherein the first user is not currently playing in a matchup against
the second user in
a fantasy league, the method comprising:
receiving input by the first user via the first graphical user interface of a
plurality of
challenge parameters for a side challenge, including:
a first fantasy performer;
a challenge performance parameter;
a challenge time period; and
a challenge wager;
posting the side challenge as an entry in a list of open challenges to a lobby
screen of
a second graphical user interface;
receiving input by the second user via the second user interface to view the
plurality
of challenge parameters of the side challenge;
receiving an input from the second user via the second graphical user
interface,
including:
whether the challenge is accepted or countered; and
a second fantasy performer;
scoring a result of the side challenge based upon the plurality of performance
parameters in the challenge time period and the input from the second user;
and
reporting the scored result to both of the first and second users.
12. The method of claim 11, wherein the first fantasy performer is an
individual.
13. The method of claim 11, wherein the first fantasy performer is a group
of individuals.
14. The method of claim 11, wherein the first fantasy performer is a stock.
15. The method of claim 11, further comprising:
crediting to an account belonging to the second user at least a majority of
the
side challenge wager when the second user prevails in the side challenge; and
crediting to an account belonging to the first user at least a majority of the
side
48

challenge wager when the second user prevails in the side challenge.
16. The method of claim 11, further comprising the second user creating a
user profile in
the fantasy gaming system prior to the first user selecting the second user
that is a target of
the challenge.
17. A computer program product configured to conduct fantasy gaming side
challenges
between a first user that is not currently playing in a league game against
the second, the
computer program product comprising a computer readable storage medium having
program
code embodied therewith, the program code comprising computer readable program
code
configured to:
receive from the first user an identity of a second user that is a target of a
side
challenge via the first graphical user interface;
receive from the first user an identity of a first fantasy performer via a
first graphical
user interface;
receive from the first user a performance goal for the first fantasy performer
via the
first graphical user interface;
receive from the first user a challenge time period via the first graphical
user
interface; and
receive from the first user a challenge wager via the first graphical user
interface;
present to the second user via a second graphical user interface the identity
of the
first fantasy performer, the performance goal, challenge time period and the
challenge wager;
receive an input from the second user via the second graphical user interface
indicating whether the challenge was accepted by the second user;
present to the first user via the first graphical user interface the input
from the
second user indicating whether or not the second user accepted the challenge;
score a result of the side challenge; and
report the scored result to both of the first and second users.
49

18. The computer program product of claim, 17, wherein the program code
comprising
computer readable program code is further configured to receive an input from
the second
user via the second graphical user interface of a second fantasy performer.
19. The computer program product of claim, 19, wherein the first graphical
user interface
is a web browser displayed on a screen of an internet-connected computer.
20. The computer program product of claim, 19, wherein the first graphical
user interface
is a touch-responsive screen of a smartphone or a tablet computer.

Description

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


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SYSTEM AND METHODS FOR MANAGING SIDE CHALLENGES BETWEEN USERS
IN FANTASY GAMING
PRIORITY
[0001] The present application claims the priority benefit of U.S.
Provisional
Application 62/113,130, filed February 6, 2015.
[0002] The present application is also a continuation-in-part of, and
claims priority
benefit of, U.S. Patent App. No. 14/975,595, filed December 18, 2015, and
which claims the
priority benefit of U.S. Provisional Application 62/094,661, filed December
19, 2014, and
which is a continuation-in-part of U.S. Patent App. No. 14/927,445, filed
October 29, 2015,
which is a continuation of PCT/U52014/036241, filed April 30, 2014, which
claims the priority
benefit of (1) U.S. Provisional Application 61/936,501, filed February 6,
2014, and (2) U.S.
Provisional Application 61/818,028, filed May 1, 2013.
[0003] The present application is further a continuation-in-part of, and
claims priority
benefit of, U.S. Patent App. No. 14/975,642, filed December 18, 2015, and
which claims the
priority benefit of U.S. Provisional Application 62/094,674, filed December
19, 2014, and
which is a continuation-in-part of, and claims priority benefit of U.S. Patent
App. No.
14/927,445, filed October 29, 2015, which is a continuation of
PCT/U52014/036241, filed
April 30, 2014, which claims the priority benefit of (1) U.S. Provisional
Application 61/936,501,
filed February 6, 2014, and (2) U.S. Provisional Application 61/818,028, filed
May 1, 2013.
[0004] All of the foregoing applications are hereby incorporated herein by
reference
in their entireties.
FIELD
[0005] Certain disclosed embodiments relate to the field of fantasy sports
systems
and methods.
BACKGROUND
[0006] Currently available fantasy sports systems prohibit in-game player
substitutions, which is limiting user enjoyment and preventing users from
behaving more like
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the coaches and owners of real sports teams. The limits are currently in
place, at least in part,
because designing and administering a more highly interactive system of player
substitutions
presents a variety of technical and logistical challenges. Nevertheless, many
fantasy users
strongly desire more interaction and flexibility, particularly during fantasy
nnatchups when
their players are participating in real-world sporting events. Thus, there is
a need in the art for
improved roster management and player substitution applications for fantasy
sports systems
and methods.
[0007] Currently available fantasy sports systems monitor and record
individual player
performance as part of the means for scoring the competitions between fantasy
teams.
Because team results are driven, in part, by individual player performance,
many fantasy
users follow individual players very closely. Many fantasy sports users
strongly desire a way to
more actively apply and use their knowledge of individual players, in contests
with other
users, within the context of fantasy sports. Thus, there is a need in the art
for improved game
systems and contest applications that allow users to compete with others in
contests that are
based, at least in part, on individual player performance.
[0008] Rookie players represent one of the biggest risks in fantasy sports.
Many
rookies either do not play well or spend much of their first season on the
bench. Currently
available fantasy sports systems require users to treat rookies just like any
other player. Many
users, however, strongly desire a fantasy system that handles rookies in a
different and more
realistic way. Thus, there is a need in the art for improved roster management
systems that
accommodate the risks and benefits associated with rookie players.
SUMMARY
[0009] Interactive systems and methods for creating game and game-like
applications,
including a side challenge application for building a head-to-head side
challenges between
users, are presented. A system for building and managing a plurality of side
challenges in
some embodiments includes an application services interface, a plurality of
user interfaces, a
side challenge application, and a plurality of external data services for
tracking the progress
and player performance during real- world events, such as sporting events.
[0010] The disclosure includes a side challenge method between a first user
and a second
user in a fantasy gaming system wherein the first user is not presently
playing the second
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user in a fantasy league nnatchup. The method includes receiving input from
the first user via
a first graphical user interface regarding the second user that is a target of
the challenge.
Input is received from the first user via the first graphical user interface
of a plurality of
challenge parameters, including: a first fantasy performer; a challenge
performance
parameter; a challenge time period; and a challenge wager. The challenge
parameters are
presented to the second user on a second graphical user interface. Input is
received from the
second user via the second user interface of a second fantasy performer, Input
is received
from the second user via the second graphical user interface including whether
the challenge
is accepted or countered and a second fantasy performer. A result of the
challenge is scored
based upon the plurality of performance parameters in the challenge time
period and the
input from the second user. The scored result is reported to both of the first
and second
users. The scored result can also be stored in a database. The fantasy
performers can be a
single player or entity, an entire roster, two players, three players, etc.
[0011] The disclosure also includes a side challenge method between a first
user and a
second user in a fantasy gaming system wherein the first user is not currently
playing in a
nnatchup against the second user. The method includes receiving input from the
first user via
the first graphical user interface of a plurality of challenge parameters for
a side challenge,
including: a first fantasy performer; a challenge performance parameter; a
challenge time
period; and a challenge wager. The side challenge is posted as an entry in a
list of open
challenges to a lobby screen of a second graphical user interface. Input is
received from the
second user via the second user interface to view the plurality of challenge
parameters of the
side challenge. Input is received from the second user via the second
graphical user interface,
including whether the challenge is accepted or countered; and a second fantasy
performer. A
result of the side challenge is scored based upon the plurality of performance
parameters in
the challenge time period and the input from the second user. The scored
result to both of
the first and second users. The fantasy performer can be a single player or
entity, an entire
roster, two players, three players, etc.
[0012] The disclosure further includes a computer program product configured
to conduct
fantasy gaming side challenges between a first user and a second user that is
not currently in
a game against the first user. The computer program product includes a
computer readable
storage medium having program code embodied therewith. The program code
comprising
computer readable program code is configured to: receive from the first user
an identity of a
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second user that is a target of the challenge via the first graphical user
interface; receive from
the first user an identity of a fantasy performer via a first graphical user
interface; receive
from the first user a performance goal for the fantasy performer via the first
graphical user
interface; receive from the first user a challenge time period via the first
graphical user
interface; receive from the first user a challenge wager via the first
graphical user interface;
present to the second user via a graphical user interface the identity of the
fantasy
performer, the performance goal, challenge time period and the challenge
wager; receive an
input from the second user via the second graphical user interface indicating
whether or not
the challenge was accepted by the second user; present to the first user via
the first graphical
user interface the input from the second user indicating whether or not the
second user
accepted the challenge; score a result of the challenge; and report the scored
result to both
of the first and second users.
[0013] The graphical user interfaces can be a web browser displayed on a
screen of an
internet-connected computer, or the interfaces can be a touch-responsive
screen of a
snnartphone or a tablet computer, or the interfaces can be any other display
and input means
for a computing system.
[0014] In certain embodiments, the computer readable program code can be
stored on a
computer readable storage medium of a computing device located remote from
each of the
first and second user's graphical user interfaces, or the code can be an
application stored
locally on the memory of the user's own computing device, or any combination
thereof.
[0015] One or more processors may further execute the program code to:
present the
side direct challenge to the second user on a graphical user display; provide
the second user
with an option to submit a response consisting of an indicator selected from
the group
consisting of accept, decline, and counteroffer; receive the response from the
second user;
and in response to receiving the response equal to counteroffer, present one
or more
attributes of the first direct challenge to the second user for review and
modification.
[0016] The first fantasy performer may comprise a first team, and the
second fantasy
performer may comprise a second team.
[0017] The first fantasy performer may comprise a first group of two or
more, and the
second fantasy performer may comprise a second group of two or more, wherein
the second
group has the same number of participants as the first group.
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[0018] The side challenge may involve a wager of real money, fantasy
dollars or a
virtual currency.
[0019] The graphical user interfaces may further comprise a challenge
reporting tool
for displaying a plurality of direct challenges, arranged by date, to one or
more of the fellow
users.
[0020] The systems and methods may further comprise a social reporting
engine for
collecting and storing user data in a user database, the user data comprising
demographic
facts and game-play behavior, for at least a first subset of the fellow users
during a
predetermined subset of interactions with the application services interface.
[0021] In other embodiments, an interactive system for a plurality of game-
like
activities includes: (a) a content management system comprising a plurality of
game
templates, a game content database in communication with a plurality of
external data
services; (b) a plurality of application services, in communication with the
content
management system, comprising one or more game-like applications; and (c) one
or more
user interfaces to facilitate access to the plurality of application services
for a plurality of
users, wherein the one or more game-like applications comprises a challenge
application.
[0022] The interactive system may further include a social reporting
engine, in
communication with the content management system, for collecting and storing
user data in
a user database, the user data comprising demographic facts and game-play
behavior, for at
least a first subset of the plurality of users during a predetermined subset
of interactions with
the plurality of application services.
[0023] The above summary is not intended to limit the scope of the
invention, or
describe each embodiment, aspect, implementation, feature or advantage of the
invention.
The detailed technology and preferred embodiments for the subject invention
are described
in the following paragraphs accompanying the appended drawings for people
skilled in this
field to well appreciate the features of the claimed invention. It is
understood that the
features mentioned hereinbefore and those to be commented on hereinafter may
be used
not only in the specified combinations, but also in other combinations or in
isolation, without
departing from the scope of the present invention.

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BRIEF DESCRIPTION OF THE DRAWINGS
[0024] Features of the various embodiments disclosed will become more
apparent in
the detailed description, in which reference is made to the appended drawing,
wherein:
[0025] FIG. 1 is a schematic illustration of a system for game creation
and
management, shown in one exemplary platform architecture, according to various
embodiments.
[0026] FIG. 2 is a schematic illustration of a system for managing head-to-
head
challenges in fantasy sports or other applications, according to various
embodiments.
[0027] FIGS. 3 through 13 are a series of sample displays, with
interactive user
interfaces, for a system for building and managing direct challenges,
according to various
embodiments.
[0028] FIG. 14 is a sample display of a list of direct challenges,
according to various
embodiments.
[0029] FIGS. 15 through 32 are a series of interactive user interfaces on
a display for
executing the roster management system, according to various embodiments.
[0030] FIGS. 33 through 37 are diagrams of aspects of system architecture
for head-
to-head challenges, according to various embodiments.
[0031] FIG. 38 illustrates user interfaces for player swaps during live
game play,
according to various embodiments.
[0032] FIGS. 39 through 43 illustrate various different types of game play
subjects,
according to various embodiments.
[0033] FIGS. 44 and 45 illustrate user interfaces for swapping players in
a direct
challenge game, according to various embodiments.
[0034] FIG. 46 illustrates a user interface for researching players before
performing a
challenge or a swap, according to various embodiments.
[0035] FIG. 47 illustrates a Head to Head Record pop up showing relevant
historical
data from particular opponents, according to various embodiments.
[0036] FIG. 48 illustrates a whole lineup challenge feature, according to
various
embodiments.
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[0037] FIGS. 49 through 54 are a series of sample user displays, with
interactive user
interfaces, for a system for building and managing direct challenges,
according to various
embodiments.
[0038] FIGS. 55 through 57 are a series of sample user displays, with
interactive user
interfaces, for a system for building and managing side challenges, according
to various
embodiments.
DETAILED DESCRIPTION
[0039] In the following descriptions, the present invention will be
explained with
reference to various exemplary embodiments. Nevertheless, these embodiments
are not
intended to limit the present invention to any specific example, environment,
application, or
particular implementation described herein. Therefore, descriptions of these
example
embodiments are only provided for purpose of illustration rather than to limit
the present
invention.
[0040] The present systems and apparatuses and methods are understood more
readily by reference to the following detailed description, examples,
drawings, and claims,
and their previous and following description. However, before the present
devices, systems,
and/or methods are disclosed and described, it is to be understood that this
invention is not
limited to the specific devices, systems, and/or methods disclosed unless
otherwise specified,
as such can, of course, vary. It is also to be understood that the terminology
used herein is for
the purpose of describing particular aspects only and is not intended to be
limiting.
[0041] Like parts are marked throughout the following description and
drawings with
the same reference numerals. The drawings may not be to scale and certain
features may be
shown exaggerated in scale or in somewhat schematic format in the interest of
clarity,
conciseness, and to convey information.
[0042] The following description of the invention is provided as an
enabling teaching
of the invention in its best, currently known embodiment. To this end, those
skilled in the
relevant art will recognize and appreciate that many changes can be made to
the various
aspects of the invention described herein, while still obtaining the
beneficial results of the
present invention. It will also be apparent that some of the desired benefits
of the present
invention can be obtained by selecting some of the features of the present
invention without
utilizing other features. Accordingly, those who work in the art will
recognize that many
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modifications and adaptations to the present invention are possible and can
even be
desirable in certain circumstances and are a part of the present invention.
Thus, the following
description is provided as illustrative of the principles of the present
invention and not in
limitation thereof.
[0043] As used throughout, the singular forms "a," "an" and "the" include
plural
referents unless the context clearly dictates otherwise. Thus, for example,
reference to a
component can include two or more such components unless the context indicates
otherwise.
[0044] Ranges can be expressed herein as from "about" one particular value,
and/or
to "about" another particular value. When such a range is expressed, another
aspect includes
from the one particular value and/or to the other particular value. Similarly,
when values are
expressed as approximations, by use of the antecedent "about," it will be
understood that the
particular value forms another aspect. It will be further understood that the
endpoints of
each of the ranges are significant both in relation to the other endpoint, and
independently of
the other endpoint.
[0045] As used herein, the terms "optional" or "optionally" mean that the
subsequently described event or circumstance may or may not occur, and that
the
description includes instances where said event or circumstance occurs and
instances where
it does not.
GAMES
[0046] As used herein, the term games refers to activities undertaken for
play or
amusement, as well as game-like interactive activities that are used to
facilitate the pursuit of
a specific object or purpose. In a broad sense, the games described herein
enable users to
interact with both the game content itself and with game-related insertions or
requests
(sometimes referred as calls to action). As described, the games and game-like
interactive
systems herein, including the game systems for creating supersets of games,
provide deeper
engagement between the user and the game. As used herein, user engagement
refers to the
frequency of play, duration of play, and the depth of interaction with game
content and/or
calls to action. Deeper user engagement increases the value of games,
especially in the
commercial context. Games created and managed by the game system described
herein are
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lower in cost, faster to deploy, and easier to manage than those produced by
existing game
systems.
[0047] FANTASY SPORTS GAMES. Fantasy sports is a competition in which each
user
selects and manages an imaginary or fantasy team comprised of real players of
a particular
sport. Each user accumulates points according to the real-world performance of
each
player. Typically, the user assumes the role of team manager or coach,
choosing players in a
draft process, trading players, establishing active rosters and inactive
(bench) rosters,
changing rosters, and the like, in accordance with each particular league's
set of rules and
regulations.
[0048] Currently available fantasy sports systems prohibit in-game player
substitutions, which is limiting user enjoyment and preventing users from
behaving more like
the coaches and owners of real sports teams. The limits are currently in
place, at least in
part, because designing and administering a more highly interactive system of
player
substitutions presents a variety of technical and logistical challenges.
Nevertheless, many
fantasy users strongly desire more interaction and flexibility, particularly
during fantasy
nnatchups when their players are participating in real-world sporting events.
[0049] NON-SPORTS GAMES. Although many of the systems and methods
described
herein are discussed in the context of fantasy football, the technology
disclosed herein is also
useful and applicable for a variety of sports and other quantifiable
performances. For
example, FIG. 39 illustrates game play examples relating to stock performance
of companies,
professional hockey, NASCAR and NCAA basketball. FIG. 40 illustrates game play
examples
for reality television program outcomes. FIG. 41 illustrates game play
examples for rushing
yards of professional football teams and for music record sales. FIG. 42
illustrates game play
examples for politics and news outcomes. FIG. 43 illustrates game play
examples for weather
predictions and a selection of news events in categories such as U.S., world,
politics and
justice.
SYSTEM
[0050] FIG. 1 is a schematic illustration of a system 100 for game
creation and
management, according to particular embodiments. As shown, the system 100 may
include a
variety of elements in communication with one another, including a content
management
system 200, application services 300, user interfaces 400, and a social
reporting engine 500.
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The system 100 may also include a game content database 220, an active game-
play database
320, a user database 520, and external data sources 380. The external data
sources 380 may
include external content sources 382 and external applications 388.
[0051] FIG. 1 also illustrates an example system platform architecture.
The game
systems and methods described herein may be provided using a self-service
platform that
facilitates the creation and management of games through a friendly set of
user interfaces
400. The system architecture, according to various embodiments, may include
the
components and modules illustrated in FIG. 1.
[0052] The application services interface 300, as shown, may include a
REST API 370
to make calls to independent modules. REST (Representational State Transfer)
is a style of
software architecture for distributed systems, such as the internet. The REST
API 370 allows
for improved scalability, control of components and related rules, development
of interfaces,
and the deployment of additional components.
[0053] The Event Handler 460 according to particular embodiments includes
a user
interface that allows an unskilled user or Adnnin to create, edit, modify, and
update a wide
variety action-event combinations without any technical programming
assistance. The user
interface includes access to a wide variety of assets stored in a library -
such as stock-photo
image of social-media logos with clickable links, and the like - for the user
to choose from. The
user interface also allows the user or Adnnin to populate an entire series of
event-action
relationships in a user-friendly format. The user interface, for example, may
include a series
of drop-down menus with options for actions, events, and the rules associated
with each
(including, for example, usage counters, time/clock counters, and the like).
The Event Handler
460 takes the user input and builds a series of computing instructions, such
as decision trees
and the like, for use by the game.
[0054] The gaming engine or system and the user's computing devices can be
computing devices comprising a processor, non-transitory memory and software
code stored
in the memory to execute the specific functions and features of each of the
respective gaming
engine, systems and user computing devices.
[0055] SOCIAL REPORTING ENGINE. In another aspect, the game system 100,
according to particular embodiments, is designed to facilitate the creation
and play of a
superset of games by providing a wide selection of game types and categories
and by actively

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collecting user data across the entire superset of games using a module
referred to as the
Social Reporting Engine 500. The Social Reporting Engine 500, according to
particular
embodiments, gathers user data including user behavior during registration and
use of the
game system, during game play, during related interactions (such as answering
surveys and
responding to other types of calls to action), and during social-media actions
(entering likes,
sharing content, and the like) - across multiple games, over an extended
period of time,
resulting in the population and updating of potentially millions of user data
profiles, which
may be stored in a user database 520.
[0056] User data includes initial profile data provided voluntarily by the
user, typically
beginning with the sharing of information already contained in a Facebook
profile, Twitter
account, Foursquare history, or other integrated third-party application. The
game system
provider may also gather user data by query or otherwise at any time during
membership.
User data also includes game performance, by specific game played; including,
for example,
whether the user makes accurate predictions in a particular sport, and whether
the user
consistently likes or prefers a certain product, service, or company. In a
preferred
embodiment, user data will be aggregated in order to derive business
intelligence and other
useful information in a manner that does not sell or disclose personally-
identifiable
information. The user data may be provided in an aggregated or anonynnized
format;
however, such user data is valuable because the user data collected and stored
by the game
system of the present invention includes a variety of useful demographic
information,
combined with a history of user behavior within the game system and related
activities, as
described herein. This combination of demographic information and actual user
behavior
contributes to the value of the user data collected and stored by the game
system.
HEAD-TO-HEAD CHALLENGES
[0057] The systems and methods described herein include a head-to-head or
direct
challenge application and system, sometimes referred to herein as "Mano e
Mano." A head-
to-head or direct challenge as used herein refers to a direct challenge
between two individual
users of an application such as a game or fantasy sports application.
[0058] The challenge application, according to particular embodiments, may
be
configured to allow a first user to create a nnatchup, send a challenge to a
second user,
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monitor the outcome of the nnatchup, process the challenge, identify the
winner, calculate
and post scores, and update leaderboards. Wagers can be processed if/when
applicable.
[0059] The challenge may be constructed according to the following general
format:
"A will [outperform or beat] B in [given performance] in [field of endeavor]
during [this event
or time period]." The outcome of the nnatchup may be determined by each
rival's statistical
performance in a real-world game or competition as the case may be.
[0060] The challenge application, as described herein, may be used to
select the
challenge subjects or rivals ("A" and "B") and create a challenge such as this
one: "Barry
Sanders will rush for more total yards than Marcus Allen during this Sunday's
football game."
The outcome may be determined or scored based on the real- world performance
(total yards
rushed) during the selected period (the Sunday football game).
[0061] The Mano e Mano challenge application, according to particular
embodiments,
may be configured to allow users to create nnatchups by selecting players or
rivals from a list,
a database, or an external source of content.
[0062] According to particular embodiments, FIG. 2 is a schematic
illustration of a
challenge system 1100 for generating and managing a plurality of direct
challenges between
users of a game application. As shown, the challenge system 1100 may include a
variety of
elements in communication with one another, including an application services
interface
1300, a plurality of user interfaces 1400, and a social reporting engine 1500.
The challenge
system 1100 may also include a database 1220, a user database 1520, and one or
more
external data services 1280. The external data services 1280 may include a
sports feed A
1282, a content API B 1284, and a sports feed B 1286, for example.
[0063] In alternative embodiments, the challenge system 1100 may include a
content
management system similar to the one depicted in FIG. 1.
[0064] The application services interface 1300, as shown, may include a
REST API 1370
to make calls to independent modules. REST (Representational State Transfer)
is a style of
software architecture for distributed systems, such as the internet. The REST
API 1370 allows
for improved scalability, control of components and related rules, development
of interfaces,
and the deployment of additional components.
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[0065] At the logic level, the application services interface 1300 in
particular
embodiments, as shown, includes modules for Scoring and Leaderboards, a User
Manager,
Picks Engine 1340, Matchup Logic 1310, and an Event Data Handler 1360. At the
data level,
the application services interface 1300 in particular embodiments, as shown,
includes a
Persistence Manger, Settings Manager, Manual Data Interface, and one or more
External
Data Readers 1380.
[0066] The challenge application, according to particular embodiments, may
be
implemented using a programmed computer. A direct challenge may be a contest
between
competitors or rivals (or perceived rivals) in any of a variety of fields of
endeavor such as
sports, politics, or entertainment. The challenge may be constructed in the
following general
format: "[First Competitor] will [outperform according to this performance
parameter] the
[Second Competitor] during [this event or time period]." The outcome or score
of the
challenge may be determined by comparing each competitor's actual performance;
for
example, in real-world games or competitions. The challenge application allows
users to build
each element of a direct challenge using an interface that is dynamic and user
friendly. The
challenge application may include any or all of the features and functions of
the game
systems described herein. For example, a challenge application may include
access to game
content or other data accessible by the system; for example, a photograph of
one or both
competitors.
[0067] In the context of a bracket game, the First Competitor and/or Second
Competitor may be a player selected from any of the teams competing in the
bracket. The
performance parameter may be score more points. The time period may be during
the
second period of play in each respective Competitors ' first game of the
tournament. As
illustrated in FIG. 2, schematically, the application services interface 1300
may include
nnatchup logic 1310. Matchup logic 1310, according to particular embodiments,
may include
rules, logic, limits, and standard representations for the nnatchup data. The
nnatchup data for
the example above may include data or attributes to complete this sample
challenge phrase:
"First Competitor" will "score more points" than the "Second Competitor"
during "the second
period of play in each respective Competitors' first game of the tournament."
[0068] The picks engine 1340, according to particular embodiments, is
configured to
present options on a display and enable selections for users to pick. In
another aspect, the
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picks engine 340 may also include rules, logic, limits, and standard data
representations for
the selections made by users. For example, the picks engine 340 for a
particular game may
display options to users according to rules and related conditions (whether
this user has
selected a time period or not, for example), and may limit user selections
(not allowing picks
to be changed once submitted, for example). The picks engine 1340 includes the
data
representation and specific processes for each challenge, as defined by the
nnatchup logic
1310.
[0069] The event data handler 1360, according to particular embodiments, is
configured to manage incoming data from each of the external data services
1280. Each
external data service 1280 may have its own arrangement of data, which is
different from
other external data services. The event data handler 1360 includes a specific
set of semantics
for mapping the incoming data from each of the external data services 1280 to
corresponding
data locations according to the nnatchup logic 1310. In this aspect, event
data handler 1360
parses, sorts, names, maps, and otherwise coordinates the incoming nnatchup
data that is
processed according to the nnatchup logic 1310.
[0070] The event data handler 1360, for example, may include semantics for
mapping
the incoming data about parameters such as the "starting roster" for real-
world events like
sporting events or competitions. Because the two competitors in a direct
challenge may be
playing in different games, on different days, the event data handler 1360 may
be configured
to receive and analyze data such as the "starting roster" in order to
facilitate the building of a
direct challenge.
[0071] The event data handler 1360, for example, may include semantics for
mapping
the incoming data about parameters such as the "start time" for real- world
events like sports
games. Because the two competitors in a direct challenge may not be competing
against one
another in a real-world game, and because their respective games may take
place at different
times, the event data handler 1360 handles start times and other parameters in
order to
facilitate the accurate gathering - and scoring - of data about each
respective competitor in a
direct challenge.
[0072] The nnatchup data, according to particular embodiments, may have the
following attributes for describing and processing a direct challenge. For
example, each
Challenge may have these attributes: Event Date, Status (pending, in progress,
completed,
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processed), and Source (the data feed or content service used to build the
challenge and,
later, to score the challenge). Each Challenge may include a Question with
these attributes:
Title, Mapping Pattern (the rules for calculating the score, such as the
performance
parameter and the time period), Correct Answer (including a reference to the
Competitor
who wins the challenge), and Score (the score defined for winning the
challenge).
[0073] The Mano e Mano challenge application, according to particular
embodiments,
may be configured to allow users to build direct challenges by selecting
competitors from a
list, a database, or an external source of content. Information about upcoming
competitions
and games may be obtained from a variety of external data sources 1280 and
presented to
users as options in a drop-down list or other user-friendly interface. The
challenge application
may use a manual data interface, to allow challenges to be built by users
without reference to
external data.
[0074] In another aspect, the challenge application may be configured to
automatically select and create a number of direct challenges between and
among various
competitors, and to then suggest such challenges to users for use in a direct
challenge to a
fellow user.
[0075] In particular embodiments, each external data source may have its
own
corresponding external data reader, which in turn uses its own corresponding
event data
handler. In this aspect, the system may include multiple external data readers
1380, and the
event data handler 1360 may include multiple data handlers that work together
to collect and
organize data.
[0076] A variation of the head-to-head or direct challenge is a side
challenge. In a side
challenge, at least one of the challenger (first user) and the recipient
(second user) need not
be scheduled to play each others' teams in a game or other fantasy nnatchup at
the time the
challenge is sent, accepted or when the activity that is the subject of the
challenge will take
place. For example, one or both of the challenger or recipient could be in
different leagues,
or in no league at all, at the time the challenge is sent. The challenger and
recipient
alternatively may be in the same league, but are not scheduled to play each
other in the
currently scheduled game or nnatchup. Thus, the challenge is a "side
challenge" outside of
the normal schedule of fantasy nnatchup games. The side challenges allow for
two or more
fantasy players to compete in a challenge outside of their league, tournament
or fantasy

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game's normally scheduled competitions (which are sometimes referred to as
"league
schedule"). These competitions may be called Side challenges, Side Play
Challenges, or
similar, but are not limited to these titles or names.
[0077] The side challenge between the first user and the second user can
relate to any
field of endeavor, including sports, politics, entertainment, current event,
etc. One example
of a side play challenge might involve one individual's starting roster in
fantasy football vs
another individual's starting roster in fantasy football in a head to head
side match up that is
not part of a league's normal schedule of competitions or match ups for that
particular time
period. The side challenges can match up single players, multiple players,
entire rosters, etc.
[0078] The two or more competing players need not be scheduled to play each
other
at any point of a season or duration of competition. The side challenge play
is not tied to any
existing schedules or match ups.
[0079] The first and second players need not be individuals. Either or both
of the first
and second players can be groups of two or more individuals. The fantasy game
play system
facilitates, tracks and reconciles (if a prize or wager of some sort is
involved), the side
challenges as discussed throughout this application. Also, the first user can
challenge more
than one second user, resulting in a challenge amongst three or more users.
[0080] The Side challenges may be set for different durations, such as one
day, two
days, one week, a full season, or less than a day (e.g. 5 minute challenges)
as discussed
throughout this application.
[0081] Users may each may play fantasy on a singular software platform, or
they may
utilize one or more different software platforms to facilitate their normal
fantasy game play.
However, one aspect of certain embodiments of the invention includes methods
for obtaining
user rosters for inclusion in a side challenge. The rosters for such users can
be established by
several means, including: manual input; screen capture and import; automated
screen
scrape (side challenge game engine provides a tool login, which goes into any
platform and
grabs existing lineups for import into side competition software); copy/paste,
via API or by
other means.
[0082] In the event that participants in side play challenges use rosters
from different
leagues or software platforms that have different roster and/or scoring
configurations then
the side challenge system provides for normalization of each by adjusting so
that it is an
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equivalent scenario for the side play challenges, despite the differences in
the platforms or
leagues where the rosters/competitors originate.
[0083] In an example of side challenge game play, each user participating
agrees to
terms and conditions and validates they are eligible to play based on state
and federal laws, if
applicable. Then the first user challenges the second user (and any additional
user) to side a
play game.
[0084] Challenge parameters may be fixed in whole or part, or user
configurable in
whole or part. Configurable parameters of a side challenge can include one or
more of the
following: (a) Set Opponent(s) (e.g., another player from an individual
fantasy league where
there is no pre-scheduled competition with that user for the tinnefranne
selected for the side
play challenge); (b) Data Set (e.g., particular sport or financial market);
(c) Type (e.g., head to
head, or group competition); (d) Competitors included (e.g., full starting
lineup in sports or
single stock in financial market); (e) In-Competition Changes (i.e., are
player "swaps"
allowed?) (e.g., use full roster of fantasy sports teams including "bench"
players and allow
participants of side play challenges to make in-game substitutions during the
competition); (f)
Scoring Method which determines winners (e.g., most points, greatest value,
etc. at end of
competition or during increments of competition); (g) Scoring System (e.g.,
exact points
scored for real world outcomes such as fantasy sports scoring systems that may
or may not
include points per reception or certain values for yardage or touchdowns); (h)
Duration (e.g.,
five minutes, one hour, one day, two games, one week, full sports season); (i)
Challenge
Currency (e.g., real money, virtual currency; bragging rights only); (j)
Challenge Amount (e.g.,
$20, $100, 1000 points or units of virtual currency); (k) Private or Public
Challenge (e.g., only
show on individual users' ledgers of competition results or also show on
league and global
Leaderboards; (I) Confirm Challenge; (m) Send Challenge (e.g., through
electronic
communications such as an in-app notifications, via email, text message, or
through social
media such as Facebook, Twitter, etc.); and (n) whether users receiving
challenges may
accept or decline upon viewing (e.g., click accept or decline), or propose a
modification
(counter-offer).
[0085] Side Challenge outcomes include winners and losers, sometimes with
only one
winner or in cases of group challenges there may be a subset of individuals
that win.
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[0086] The side challenge system will automatically reconcile the currency
used for
the challenge if tangible currency or virtual currency was part of the
challenge (e.g., collect
cash challenge fees from participants and pay winners, minus service costs).
The wager
function can be optional. The wager amount can also be set to zero dollars or
other risk for a
given challenge.
[0087] The side challenge system will log the outcomes of all challenges
including
each option choice of the above-noted options where applicable in a
configurations settings
database. The system can provide various player detail to the individuals
competing in side
challenges, including statistics, scoring summaries, trending charts or other
similar data.
[0088] Scoring data can be provided in real-time or near real-time as a
given challenge
progresses to the respective challengers in a progress screen.
[0089] An optional draft may be performed as part of the side challenge
play. If a
user wishes to initiate or participate in a side challenge but does not
already have a fantasy
team, roster or competitors (such as athletes, stocks, entertainers, etc.)
then that user can
participate in a "draft" in order to create their roster.
[0090] In an example of a side challenge game play, the first user selects
their fantasy
performer and the challenge parameters and the second user. The challenge is
then sent to
the second user to designate their second fantasy performer and propose any
modifications
to the challenge parameters (e.g. duration, wager, etc.). Then the second
user's challenge
input is relayed to the first user to accept, decline or counter-offer. First
user counter-offers
can be relayed to the second user to accept or decline. Then the challenge
proceeds.
[0091] The first user can also create a challenge and pick challenge
parameters
without selecting a second user or recipient for the challenge. Such non-
targeted or open
challenges once created are posted by her system to a "lobby" or "waiting
room" where the
open side challenge is listed along with other open side challenges for
potential second users
(or third users, etc.) to review and potentially select and accept. The
acceptance can include
selecting a second fantasy performer and proposing a counter-offer. The first
user can be
provided with an option to withdraw the challenge invitation before the
challenge is finalized
or upon receiving the second user's input.
[0092] Referring to FIG. 55, a home screen for the fantasy challenge system
is shown
on a user screen (graphical user interface). This screen allows the user to
create new
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challenges, including side challenges) by selecting the "new challenge" button
along the
bottom row of icons, among other functions. The icon in the lower left corner
is labeled
"lobby" which takes the user to the "lobby" screen of FIG. 56 when selected.
[0093] The lobby, as seen in FIG. 56, lists each open challenge as a row.
Some of the
parameters of each open invitation, including the fantasy performer(s),
performance statistic,
time frame for the challenge, challenge wager and time/date that the challenge
was posted.
The second user can select the "details" button to be taken to a subsequent
screen, such as
FIG. 57, where further details of the open side challenge can be provided.
This subsequent
screen allows the user to propose modifications to the challenge parameters,
to research the
first user (opponent) and interact with the second user's payment options. The
second user
can accept the open challenge as-is or propose a counter-offer (modified
parameters) back to
the first user. Once the challenge parameters are accepted by both the first
and second users
without further counters, then the challenge proceeds according to the
accepted parameters.
[0094] Any of the users considering initiating a challenge or accepting a
challenge can
be provided with a link to their opponents challenge performance statistics so
that the user
can research a potential opponent for a challenge. The statistics can include
the win/loss
record of a user, including breakdowns by type of fantasy performer (football
vs. stocks, vs.
soccer, etc.). Wager histories can also be provided in the statistics. Other
statistical filters for
user performance can be provided without departing from the scope o the
invention. The
same or similar statistical reports can be provided for a user's own
historical performances.
The types and time frame of data available to a user about their own
performances can be
different than the data of that user available for review by other users.
[0095] The side challenge game play can be a product be delivered directly
via
software (or through a web browser) to the end users or to other fantasy
providers as a
service. Side play challenges may be monetized or provided as a free service.
Monetizing can
include subscriptions; transactional fees without cash payouts; contest entry
fees with cash
payouts; and free via sponsorship or advertising support.
HEAD-TO-HEAD CHALLENGE GAME PLAY
[0096] The following description and figures describe one example of the
process of
building a direct or head-to-head challenge. A direct challenge may be
constructed in the
following general format: "[First Competitor] will [outperform according to
this performance
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parameter] the [Second Competitor] during [this event or time period]." In the
following
example, a first user (the Kehoesabe team) sends a direct challenge to a
second user (the
Dragon Army team), asserting that a First Competitor (Knowshon Moreno) will
achieve more
total yards than a Second Competitor (Matt Forte), during an entire day,
placing a non-
currency wager in the amount of 500 fantasy dollars, and paying a fee of 99
cents to cover
both players.
[0097] In an alternative embodiment, the first user may send a direct
challenge to all
his friends, to all users in a particular group or category, or to all users
system-wide. In this
aspect, the direct challenge may be constructed and issued to a select group
of users as an
invitation to compete.
[0098] FIG. 3 illustrates a display 10 and includes a start button 20
(labeled Mano
Start) for initiating the process of building a direct challenge. Next, when
the button 20 is
selected, the challenge application, according to particular embodiments, may
open a display
showing a list of teams or opponents 30 (or other users in a group, league or
contacts of the
user), as shown in FIG. 4. In this example, each team represents a Fantasy
Sports Team, which
is a collection of players selected by a particular user. In this aspect, the
list of teams 30, in
effect, represents a list of users.
[0099] In this example, the first user is the user who owns the Kehoesabe
team. The
first user may select an opponent ¨ here, he selects the Dragon Army team ¨
after which,
according to particular embodiments, the challenge application opens a display
listing the
attributes 40 of the challenge, as illustrated in FIG. 5. The attributes 40
include selectable
icons for My Player 41 (or the First Competitor), Your Player 42 (the Second
Competitor), Stat
43 (the performance parameter), Time Frame 44 (the time period), Fantasy
Dollars 45 (an
optional, non-currency wager on the outcome) or real world money wagers,
Options 46 (for
making payment to the provider of the direct challenge feature or other
participating entity),
and Send Challenge 47 (for sending the direct challenge once all the
attributes have been
selected).
[00100] As shown in FIG. 6, in response to selecting My Player 41,
according to
particular embodiments, the challenge application opens a display of
competitors (on the first
user's own team) who may be selected as the First Competitor for the direct
challenge. In this
example, the first user selects a player named Knowshon Moreno. The list of
competitors may

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be limited to those already on that user's team, or the list may include a
general pool of
players, including all players. The user can also be provided with the ability
to perform
research on each member of the list of available players. An example of the
research screen
is shown in FIG. 46.
[00101] As shown in FIG. 7, in response to selecting Your Player 41,
according to
particular embodiments, the challenge application opens a display of
competitors (on the
opposing second user' s team) who may be selected as the Second Competitor for
the direct
challenge. In this example, the first user selects a player named Matt Forte.
[00102] As shown in FIG. 8, in response to selecting Stat 43, according to
particular
embodiments, the challenge application opens a display of statistics or other
performance
metrics that are available for this particular competition. In this example,
the available
metrics include Touchdowns, Receptions, and Yards. In this example, the first
user selects
Yards. For a basketball competition, for example, the available metrics may
include
Rebounds, Free Throws, and Three-Point Goals.
[00103] As shown in FIG. 9, in response to selecting Time Frame 44,
according to
particular embodiments, the challenge application opens a display of time
periods, durations,
or other temporally limited parameters that are available for this particular
competition. In
this example, the available time frames include Quarter, Half, Day, and Week.
In this example,
the first user selects Day.
[00104] As shown in FIG. 10, in response to selecting Fantasy Dollars 45,
according to
particular embodiments, the challenge application opens a display of non-
currency wager
amounts. In this example, the available wagers include $100, $500, $1000, and
$ I Own This
All In. In this example, the first user selects $500.
[00105] As shown in FIG. 11 , in response to selecting Options 46,
according to
particular embodiments, the challenge application opens a display of payment
options. In this
example, the available payment options include $.59 per Player or $.99 Cover
Both Players. In
this example, the first user selects $.99 Cover Both Players.
[00106] As shown in FIG. 12, in response to selecting Send Challenge 47,
according to
particular embodiments, the challenge application displays a notice 50
confirming that the
direct challenge has been sent to the second user (owner of the Dragon Army
team). If no
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second user has been selected, the challenge may be published or displayed to
a selected
subset of users or to all users, as an invitation to compete.
[00107] FIG. 13 illustrates the presentation of a direct challenge to the
second user,
according to particular embodiments of the challenge application. As shown,
the challenge
application may display the two Competitors (along with related information),
the challenge
metric ("Total Yards"), the time period (date), and the fantasy wager. The
display may also
include a message about which user paid the fee.
[00108] As shown in FIG. 13, the challenge application, according to
particular
embodiments, includes a display of reply attributes 60 for use by the second
user upon
receiving the direct challenge. The reply attributes 60 includes selectable
icons for Accept 61,
Decline 62, and Counter 63. In response to selecting Accept 61, the challenge
application
sends a notice to the first user that the challenge has been accepted without
changes. In
response to selecting Decline 62, the challenge application sends a notice to
the first user that
the challenge has been declined. In response to selecting Counter 63, the
challenge
application provides a series of displays to the second user, along with
selectable icons for
making changes to the attributes of the direct challenge. When completed, the
challenge
application provides the second user with a "Send Challenge" icon in order to
send the
amended challenge (the Counter) back to the first user for consideration.
[00109] FIG. 14 illustrates a list of challenges 70 on a display. In
response to selecting
the icon labeled Challenges 22, the challenge application displays a list of
challenges 70 along
with one or more filters or categories. In this example, the list 70 includes
the name of the
opposing user (the second user), the title of the challenge, the score, the
date, the status
(won or lost), and the wager amount if any. A Head to Head Record pop up can
also be
provided to the user as illustrated in FIG. 47, which shows relevant
historical data from
particular opponents. The user can also submit a whole lineup challenge as is
illustrated in
FIG. 48.
TWO-VERSUS-TWO DIRECT CHALLENGES AND MORE
[00110] The challenge application, according to particular embodiments, may
be
configured to allow users to build a two-versus-two challenge; that is, a
contest between two
first competitors and two second competitors. In this aspect, the First
Competitor may be a
group of two or more, and the Second Competitor may be a group of two or more,
where
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both groups have the same number of participants. In this embodiment, each
pair of
opposing competitors may have its own performance parameter (rushing yards or
total yards,
for example), each pair may have its own wager and/or fees, and the time
period may be long
enough to include several real-world games. In this aspect, the challenge
application may be
configured to facilitate the building of challenges with three or more
competitors - or an
entire team - on each opposing side.
SOCIAL REPORTING ENGINE FOR CHALLENGES
[00111] In another aspect, the challenge system 1100, according to
particular
embodiments, is designed to facilitate the creation and play of a plurality of
direct challenges
and to actively collect user data across an entire superset of challenges
between users using a
module referred to as the Social Reporting Engine 1500, as shown in FIG. 2.
The Social
Reporting Engine 1500, according to particular embodiments, gathers user data -
including
user behavior during registration and use of the game system, during game
play, during
interactions, during social-media actions, and during challenges - across
multiple games, over
an extended period of time, resulting in the population and updating of
potentially millions of
user data profiles, which may be stored in a user database 1520.
[00112] User data includes initial profile data provided voluntarily by the
user. The
challenge system and/or game system provider may also gather user data by
query or
otherwise at any time. User data also includes game performance by specific
game played;
including, for example, whether the user makes accurate predictions in a
particular sport, and
whether the user consistently likes or prefers a certain product, service, or
company. In a
preferred embodiment, user data will be aggregated in order to derive business
intelligence
and other useful information in a manner that does not sell or disclose
personally-identifiable
information. The user data may be provided in an aggregated or anonynnized
format;
however, such user data is valuable because the user data collected and stored
by the game
system of the present invention includes a variety of useful demographic
information,
combined with a history of user behavior within the game system and related
activities, as
described herein. This combination of demographic information and actual user
behavior
contributes to the value of the user data collected and stored by the game
system.
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CROWD WISDOM FROM CHALLENGES
[00113] In another aspect, the social reporting engine 1500, according to
particular
embodiments, includes a crowd wisdom module for analyzing and ranking a number
of head-
to-head challenges, by subject, over a predetermined time period, in order to
identify the
crowd wisdom about a particular subject. In use, the module may identify a
subset of
challengers that are most often correct about a particular subject, and build
a report about
that subset for a customer.
[00114] In this aspect, the crowd wisdom module is tasked with exploring a
particular
subject (sports, movie awards, and the like), identifying the challengers that
are most often
correct about the subject, and analyzing those predictions over a period of
time for
consistency and accuracy. Because the challenge system 1100 includes a large
number of
players, participating in multiple head-to-head challenges, over an extended
period of time,
the challengers that are most often correct represent the crowd wisdom of all
the players
who use the challenge system. In the commercial context, the crowd wisdom has
value
because it represents actionable business intelligence that is useful in a
variety of contexts.
CROWD GURU FOR CHALLENGES
[00115] In a related aspect, the social reporting engine 1500, according to
particular
embodiments, includes a crowd guru module for analyzing and ranking a number
of head-to-
head challenges, by user and by subject, over a predetermined time period, in
order to
identify an expert subset of users (i.e., the crowd gurus) who most often win
challenges about
a particular subject. In use, the crowd guru module may identify the users who
are most often
winning challenges about a subject, and may report the identity or those gurus
to a customer.
[00116] In this aspect, the crowd guru module finds those users who most
often win
challenges about a particular subject (sports, movie awards, and the like) and
identifies each
such user as a Crowd Guru. According to particular embodiments, each user's
challenges are
analyzed over time, by subject, to determine the user(s) who win challenges
most often.
Because the game system includes a large number of players, participating in
multiple head-
to-head challenges, over an extended period of time, the users who win
challenges most
often may be identified as Crowd Gurus about that particular subject. In the
commercial
context, the game challenges made by a Crowd Guru, or a subset of Crowd Gurus,
has value
because it represents actionable business intelligence that is useful in a
variety of contexts.
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The crowd guru module will score users on the number of challenge wins, in
specific verticals,
and aggregate the challenges made by the top experts (the Crowd Guru
performers who are
members of a rolling list, based on most-recent results), analyze the data
using the Social
Reporting Engine 1500 and other tools, and use that data to generate Crowd
Guru data for
commercial sale, presented for example in the business intelligence reporting
console,
described herein.
[00117] The crowd guru module, according to particular embodiments, is
configured to
identify the best-performing users in each game category, by aggregating
challenge scores
and wins over time, by category or by other selected metric, and maintain a
rolling subset of
top performers. For example, the Top 5% Winners of Monday Night Football
Challenges, the
Top 10% Winners of Challenges During March Madness, and the like.
[00118] In this aspect, the challenge system 1100 and social reporting
engine 1500 may
be used to identify: (a) the Crowd Wisdom related to a particular topic,
and/or (b) the Crowd
Guru performers, based on their actual win/loss performance across a subset of
head-to-head
challenges about the topic. Unlike existing tools sometimes referred to as
prediction engines,
the crowd wisdom module and crowd guru module will be based on actual
performance in
head-to-head challenges.
IN-GAME ROSTER MOVES
[00119] Currently available fantasy sports systems include a Team Roster
(selected by
the user during a formal draft process or other process used to establish or
alter a user's
roster, including trades, waivers and free agent pickups). Before an upcoming
game or subset
of games, the user selects from the Team Roster a set of players for an Active
Roster before a
deadline. The remaining, unselected players remain on the user's Bench Roster.
During the
upcoming subset of games, the fantasy sports system may follow and evaluate
the
performance of the players on the Active Roster, during each live game in
which each player
participates, signing points related to player accomplishments.
[00120] ACTIVE RESERVES. The roster management systems and methods
described
herein include Active Reserves. According to particular embodiments, the
Active Reserves list
describes a list of players, selected from the user's Team Roster, who are
available for
substitution during a live, real-world sporting event or game.

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[00121] In one embodiment, the Active Reserves may include a subset of one
or more
players selected by the user from the Bench Roster before the beginning of the
subset of
games. Alternatively, the Active Reserves list may include all the players on
the Bench Roster,
requiring no advance selection by the user. Providing the Active Reserves list
allows the user
to behave more like the coach or manager would act during a real game.
[00122] In operation, the roster management system may include an in-game
substitution module that is configured to permit the user to replace an active
player, multiple
active players, a selected group of players, or a whole team, with a
substitute player,
players or team selected from the Active Reserves while a fantasy nnatchup is
in progress.
[00123] Because the active players from the Active Roster may be
participating in
different live games at different times, the in- game substitution module may
be configured
to first identify and select a fantasy nnatchup that is currently in progress
¨ in other words, a
fantasy nnatchup in which one of the user's players on the Active Roster is
currently playing in
a live game. In a fantasy league for the NFL, for example, the subset of games
may include
football games played during a particular weekend; between a Thursday and the
following
Monday night. The active players from the fantasy Active Roster may be
participating in
different football games at different times during this period. The in-game
substitution
module may be configured to monitor and control the timing of substitutions to
coincide with
each active player's participation in a live game. In various embodiments, the
module may
receive one or more active feeds of information, referred to herein as feed
data 25 and
described below.
[00124] A system architecture includes a Service Interface 400 that would
allow fantasy
league operators to easily integrate the roster management system (including
in-game
substitutions) into their existing fantasy sports applications, such as those
provided by
Yahoo!, CBS, ESPN, NFL, and others. The roster management system, using the
Service
Interface 400, may also be operated as part of a separate or stand-alone
fantasy sports
system.
[00125] The Active Roster for making substitutions can be applied equally
to non-
sporting events, such as stocks, commodities, actors/awards, current events,
politics, movies
and other quantifiable types of performances by persons and things.
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[00126] The Active Roster function can allow for substitutions to occur at
any time,
rather than at established breaks, predefined breaks or other defined windows
of time. The
Active Roster function can also be applied to regular game play and to direct
challenges in
certain embodiments.
[00127] FIGS. 44 and 45 illustrate user interfaces for swapping players in
a direct
challenge game. FIG. 44 illustrates a user selecting a button to access their
list of challenges.
Then in the upper portion of FIG. 45, the user selects the "swap" button to
swap their player
participating in the challenge. A selection screen then appears to provide
options for
alternate players. The swap feature can be provided at no charge or at an
additional cost as
shown in FIG. 45. The user then confirms their selection. The system can
provide a swap
results message such as in the lower screen in FIG. 45. Swaps can be performed
in regular
league pay as well.
[00128] FIG. 15 is a screen shot of a graphical user interface and display,
on an
interactive device, with which a user may receive information, identify and
select players, and
execute substitutions. The display 10 may include any of a variety of usefully
information
from various sources about one or more fantasy sports activities, such as a
list of scores, a
news feed about games and players, and a plurality of menus and sub-menus for
accessing
and executing various elements of the roster management system described
herein.
[00129] FIG. 16 illustrates a menu of options including My Team 40. The
display for My
Team 40, shown in FIG. 16, may include, for example, a list of the Active
Roster selected by
the user for an upcoming subset of games. As shown in this example, the Active
Roster may
include Drew Brees as quarterback, McCoy and Charles as running backs, etc.
The display in
FIG. 17 may also include an Active Reserves icon 50 (illustrated using a star
and the letters
"AR" in this example). The icon 50, when selected, allows the user to access
the Active
Reserves feature as described herein.
[00130] The process of selecting players for an Active Reserves list,
according to
particular embodiments, may include a Step 100 of selecting the AR icon 50, by
a finger touch
or mouse click, for example. FIG. 18 illustrates a smaller window 60 inviting
the user to select
and activate (Step 110) a single player or the entire Bench Roster and then
confirm the
selection (Step 115). FIGS. 19-20 20 illustrate the options presented in this
embodiment.
Note that the screens show a fee being assessed to perform the swap. However,
the a
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swap fee is optional. Alternatively a user in a given league may receive a
given number
of free swaps before being assed a fee.
[00131] The
substitution module, according to particular embodiments, is illustrated in
the figures, beginning at FIG. 21. As shown, the display for My Team may
include a button or
icon that, when selected, allows the user to access the in-game substitution
feature of the
system described herein. In the example shown in FIG. 21, the button 70 is
labeled "Edit Line
Up" and it may be selected by using a finger touch, mouse click, or other
pointing and
selecting device.
[00132] As
illustrated in FIG. 22, the next screen display on an interactive device may
include a display of Fantasy League Names 20 and/or a list of the Team Names
30 selected by
individual users.
Selecting one of the League Names 20, according to particular
embodiments, may cause the system to display the status of one or more active
contests with
others, including a list of the user's Active Roster, as shown in FIG. 23. As
shown in the
display, the League Name is "Interstate Football League" and the contest is
between the users
called "Kitchens Krue" and "Kehoesabe." In this example, the user called
Kehoesabe may be
referred to as the primary user because his user has the authority to access
and operate the
interactive device illustrated in the figures. The primary user's team name
(Kehoesabe) is
highlighted. The Active Roster or "Starters" for Kitchens Krue are listed in
left column; the
Active Roster for Kehoesabe are listed in the right column.
According to particular
embodiments, the players on the primary user's Active Roster who are currently
participating
in a live game may be highlighted. As shown in FIG. 21, the highlighted
players include "D.
Brees QB" and "J. Charles RB" in the right column. As shown, the display may
include
statistical or performance information about the players. Because the
highlighted players are
currently participating in a live game, the in-game substitution feature may
be configured to
allow the user to make a substitution; i.e., to replace a selected active
player with a player
selected from the Active Reserves.
[00133]
Selecting one of the highlighted players in FIG. 23 (Step 210), according to
particular embodiments, may cause the system to display a variety of
information about the
selected player (as shown in FIG. 24). The display may include general
information, statistics,
news, comments by others, information about a game in progress, and any of a
variety of
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other types of information about the selected player. In this example, FIG. 24
displays
information about Drew Brees.
[00134] The
display, as shown in FIG. 25, may include a series of icons or buttons,
including a swap icon 72 (illustrated using a circular symbol with arrowhead
and the word
"Swap" in this example). Clicking or otherwise selecting the swap icon 72
indicates that the
primary user wishes to select this player for replacement in the live game.
[00135] As
illustrated in FIG. 26, the in-game substitution module may then displays a
selection window 74 which, according to particular embodiments, includes a
list of the
players from the Active Reserves list who are both capable of and available to
replace the
selected player. A capable substitute is one who plays the same position or
role in the sport.
For example, only a running back may be a capable substitute for replacing a
running back.
As shown in FIG. 26, the selected player to be replaced is Drew Brees (a
quarterback), so the
in-game substitution module is configured to display in the selection window
74 a list of
quarterbacks who are available on the user's Active Reserves list (here,
quarterbacks Andrew
Luck and Jay Cutler are available). Player availability, according to
particular embodiments, is
determined according to a predetermined set of conditions, discussed in more
detail below.
[00136] As
shown in FIGS. 26 and 27, the user may select and activate one of the
players (Step 230) and then confirm the selection (Step 235). In this example,
the primary
user selects Jay Cutler. After the substitution is made, the system may then
display the
primary user's updated Active Roster or "Starters" as shown in FIG. 28 (where
"J. Cutler QB"
now appears in the right column). A
similar example illustrating the selection and
replacement of a running back is illustrated in FIGS. 30 and 31.
[00137]
Reporting is another aspect of the in-game substitution module, according to
particular embodiments. As illustrated in FIG. 29, the user may click on the
score achieved by
a substitute player (Step 300) ¨ J. Cutler QB in this example ¨ in order to
view a message
window 76 displaying data about the substitution event. As shown, the message
window 76
may include scores achieved or other data about the players involved in a
substitution, along
with a message about the consequences of the substitution (for example,
whether the
substitution was a good call or not). The message window 76 may also include a
variety of
other information, including statistics, real points scored, fantasy points
scored, time stamps
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related to the substitution, and other information. A
similar example illustrating the
reporting of results for substitution of a running back is illustrated in FIG.
32.
[00138]
AVAILABILITY CONDITIONS. The roster management system, according to
particular embodiments, determines whether certain players are available for
in-game
substitution according to a set of predetermined conditions.
[00139] Most
sporting events progress according to a number of time periods, with a
possible period of overtime play. A substitution takes place when an active
player is replaced
by a substitute player, subject to a set of availability conditions.
[00140] The
active player, to be eligible, must be (1) currently on the user's Active
Roster, and (2) currently playing in a real-world game that has not yet
entered the final period
of play. In other words, the active player must be currently 'playing' in a
fantasy nnatchup (a
game between two fantasy teams). In the example described above, quarterback
Drew Brees
was highlighted in the display 10 as an available active player because he was
on the user's
Active Roster and currently playing in a football game that had not yet
entered the final
period.
[00141] The
substitute player, to be eligible, in certain embodiments can be limited
to those that (1) play the same position as the active player, (2) are placed
on the Active
Reserves list prior to the deadline, and (3) are currently playing in a real-
world game that has
not yet entered the final period of play or scheduled to play in a real-world
game that has not
yet started. In the example described above, two quarterback ¨Andrew Luck and
Jay Cutler¨
were displayed in the substitute player selection window 74 because each
player (1) played
quarterback, (2) was on the user's Active Reserves list, and (3) was either
currently playing in
a football game that had not yet entered the final period or was scheduled to
play in an
upcoming football game that had not yet started. The pool of potential
substitute players can
be expanded to include available free agents as well.
[00142] The
final-period condition may be imposed in order to comply with the limited
substitution opportunities, as described in more detail below, which may
require that
substitutions take place only at the end of a play period. In this aspect; if
the active player is
currently playing in a game that he already entered the final play period,
then there would be
no more substitution opportunities.

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[00143] The final period, as used herein, may be an extra play period
following the
regular or regulation play periods, such as overtime in football and other
sports, extra innings
in baseball, a penalty shootout in hockey, and a period of 'injury time' or
'stoppage time' in
soccer. If a substitution is requested during the final period of regular
play, then the system
may be configured to allow the substitution to occur during the next
opportunity; i.e., after
the end of regular play and the beginning of overtime play. If a substitution
is requested and
there is no overtime, then the system may issue a credit to the user for that
request.
[00144] DURATION. The Active Reserves list may be used during any of a
variety of
time periods. In a fantasy season, for example, the relevant time periods
include: (a) the
entire season, over a number of weeks, including a playoff period, (b) the
entire set of regular
games in a season, not including playoff games, (c) a subset of games within
the season (for
example, all the games played on one day, during one weekend, during a single
week or
group of weeks), and (d) a subset of time during a single game (one period;
for example, a
quarter in a football game, or a half-inning in baseball game). The roster
management system
may be configured to manage and coordinate the duration or time period during
which the
Active Reserves features is available to a user.
[00145] FEES is another aspect of the roster management system. For
example, the
Active Reserves and in-game substitution feature may be provided by a
particular league
operator or other managers for no fee, for a single fee per time period, or
some other usage-
related fee. The league operator, for example, may charge a single fee, per
time period (e.g.,
entire season, subset of games, single game, single period) for unlimited use
of the Active
Reserves and in-game substitution feature. The league operator, for example,
may charge a
first fee for a predetermined number of substitutions X and then charge a
second fee for each
subsequent substitution Y. The league operator may also elect to charge higher
fees for elite
players, or critical positions, for example. In this aspect, the roster
management system as
described herein may be configured to permit the league operator to establish
any of a
variety of fee systems for use of the features and functions described herein.
[00146] NUMBER OF ALLOWED SUBSTITUTION EVENTS is another aspect of the
roster
management system which may be configured and customized according to the
league
operator or other managers. For example, the system may be configured to allow
an
unlimited number of substitution events. For an Active Reserves list that
includes 8 players,
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for example, the user may execute up to 8 substitutions at each opportunity
that is available
during a live game. When an Active Player is replaced, he becomes part of the
Active
Reserves and is thus available for substitution at the next opportunity.
Similarly, if an Active
Reserves player is activated and then later benched, that player is again
available for
substitution at the next opportunity. In this aspect, the selection of 8
players for the Active
Reserves list creates a set of 8 substitution events, at each substitution
opportunity, involving
any Active Player and/or any Active Reserves player.
[00147] In a different example, the roster management system may be
configured to
allow a limited number of substitution events. For an Active Reserves list
that includes 8
players, for example, the user may be limited to a total of 8 substitution
events during any
single live game, and no more. The system may also limit the repeated use of
players; for
example, if an Active Player is replaced, the system may place him on the
Bench Roster
instead of the Active Reserves list, thus making him not available for
substitution. Similarly, if
an Active Reserves player is activated and then later replaced, that player is
placed on the
Bench Roster and is no longer available for substitution.
[00148] SUBSTITUTION OPPORTUNITIES. The number of substitution
opportunities may
be limited to a predetermined list, according to particular embodiments of the
roster
management system. In other words, the roster management system may be
configured to
allow a substitution event to take place only during one or more predetermined
times. For
example, the system may allow substitution events to occur at the end of a
period of play
(except for the final period, of course, because the game has ended). The
substitution
opportunity time window would start at the end of a play period, and stop at
the beginning of
the next play period. The request to execute a substitution, as described
below, may be made
at any time, according to particular embodiments.
[00149] In NFL football, for example, the system may be configured to allow
substitution events to occur at the end of each quarter. The substitution
opportunity time
window would start at the end of a quarter, and stop at the beginning of the
subsequent
quarter.
[00150] The final period, as used herein, may be an extra play period
following the
regular or regulation play periods, such as overtime in football and other
sports. In the case
of overtime, the time window would start at the end of the final regular play
period, and
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would end at the end of the overtime period vs. the beginning unless the user
made another
substitution. Substitutions last until the end of their games or until they
are swapped out for
another player.
[00151] In an alternative embodiment, the roster management system may be
configured to allow real-time substitution events ¨ replacing a player in a
live game during an
active play; for example, replacing the quarterback after the snap but before
he throws a pass
and/or replacing the wide receiver while the football is in the air.
[00152] This aspect is illustrated for bracket style play in the user
interfaces
depicted in FIG. 38. The left screen pertains to football and the right screen
pertains to
NCAA basketball, however, the underlying concept is the same regardless of the
subject
sport or event. The user selects the player to change and is then presented
with a
swap screen similar to that discussed with respect to FIG. 45. The user makes
their
alternate pick and confirms the swap. An extra fee may be assessed for making
the
swap.
[00153] The system may alternatively be configured to allow only one
substitution
event ¨ at or during the occurrence of one predetermined time or event during
a game (at
halftime, for example).
[00154] The system may also be configured to provide numerous substitution
opportunities during a game; for example, during any time-out, during any
period when the
official clock is stopped, after any change in possession, during any
commercial break, or at
any time period recognized by the roster management system as a finite or
discrete time
window. In this aspect, the roster management system relies, to some extent,
on the
availability of incoming data feeds (from the real-world sporting events) and
the level of detail
contained in each such data feed. In another embodiment, the system may be
configured to
allow substitution events to take place between two discrete events in a game.
In NFL
football, for example, the system may allow substitutions of defensive players
to be made
between the start of an offensive drive and the end of an offensive drive, and
the like.
[00155] REQUESTS FOR SUBSTITUTION, according to particular embodiments, may
be
received and processed by the roster management system described herein at any
time
before a future substitution opportunity. In other words, the roster
management system may
be configured so that a user may submit a request at any time, directing the
system to
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execute a specific substitution at a future substitution opportunity ¨ which
might be the next
available opportunity (the end of the next play period, for example), or at
some future
opportunity (e.g., during halftime, or at the end of the final period of
regulation play (in which
case, the request would only be executed if there is an overtime period)).
[00156] For example, during the first few minutes of play in an NFL game, a
user may
submit a request for the system to execute a quarterback substitution at the
next available
opportunity, which may be at the end of the first quarter. The current
quarterback would
complete the first quarter of play, and the system would execute the
substitution so that the
replacement quarterback starts play when the second quarter starts. In this
aspect, the
roster management system provides an active coaching experience for the user
during all
periods of play, and executes the substitution(s) only during the
predetermined substitution
opportunity times.
[00157] The time window for submitting a request for substitution would be
limited by
the roster management system if appropriately configured. For example, the
system may be
configured to require users to submit a request no later than one minute
before the end of a
play period. At this deadline, the system would stop receiving requests to
make a
substitution for the end of that period. 'Late' requests would be executed at
a future
opportunity; either at the next available opportunity or at a user- selected
future opportunity.
[00158] NOTIFICATIONS. The roster management system may be configured to
monitor
real- world events and send notifications to users As illustrated in FIG. 33,
the Service
Interface 400 may include a notification engine 420 that is configured to
access a user's roster
data, to receive, parse, and otherwise process incoming real-world information
from the feed
data 25, and to prepare and send a variety of notifications to users
containing information of
interest. The notifications may include information about the players on the
user's Active
Roster, Bench Roster, or Active Reserves list, (or about another user's
players), such as the
player's performance or current statistics.
[00159] The notification engine 420 may also be configured to process data
and
generate notifications to a user reporting current information about a
relevant player or
game, and suggesting a substitution. In this aspect, such notifications might
act as a proactive
suggestion, prepared by the roster management system, that would be intended
to prompt a
user to consider making a player substitution. The notification engine 420 may
be configured
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to create such a notification based on any of a variety of real-world events
including, for
example, player injuries (user's players and opponent's players), game scores,
player
performance trends, weather, player penalties, players benched or ejected,
player status
(such as elapsed playing time, pitch count, shots taken, and the like.)
[00160] Using an NFL football game as an example, coaching decisions
typically change
if and when one team achieves a large point lead over the other team. The
trailing team
usually passes the ball more often, and rushes less often, creating a scenario
in which passing
receivers have more opportunities to score fantasy points, and in which
running backs have
fewer opportunities to score fantasy points. In this scenario, a fantasy user
(like the trailing
team's coach) may elect to make a substitution and, for example, make his
strongest passing
receiver an active player.
[00161] Large point differentials may also cause the coach of the leading
team to
bench one or more starting players. While benched, those players cannot score
fantasy
points, so the user may wish to make a substitution from his Active Reserves,
to make sure
that his fantasy team has the ability to score points.
[00162] Player injuries also affect coaching decisions, sometimes
dramatically. While a
player is injured, that player cannot score fantasy points, so the user may
wish to make a
substitution. Also, a player injury may generate a notification regarding
opposing players. For
example, if a key defensive player with primary responsibility for preventing
wide receivers
from catching passes is injured, then a less-talented defensive player will
most likely play
instead. This change might affect a fantasy user's decision to make a
substitution of one or
more wide receivers, who are now possibly more able to score points during the
remainder of
the game. In this aspect, receiving a notification about a single player or
event can affect not
only the user's decisions about that player, but also decisions about opposing
players.
[00163] The notification engine 420 may also be configured to create a
notification
based on any of a variety of fantasy-related events, including but not limited
to situations
where a fantasy user may have a particular opportunity to score additional
points. Suppose,
for example, in a fantasy nnatchup, a fantasy user's opponent has played all
his players and his
games for the week are completed. The fantasy user may have one or more
players who
have not yet played. The notification engine 420 may calculate the points
needed to win and
send a notification to the fantasy user like this: "SanderZon's team has
scored 136 points and

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his games are completed for the week. To win your nnatchup with SanderZon, you
need at
least 34 points from your remaining players, A and B (or from their
replacements, if you make
substitutions)." In this aspect, the system provides notifications so that
participating fantasy
users have the opportunity to make active coaching decisions, including
substitutions, in
conjunction with one or more real-world events, in order to improve their
chances of winning
a fantasy nnatchup.
[00164] Any of a variety of potential scenarios may develop in a real game
that would
prompt the notification engine 420 to generate and send a notification to
select users.
According to particular embodiments, the notification engine 420 may be
configured to
generate a notification in response to any event that would typically have an
impact on the
decisions made by an active coach in a real-world game, or in a fantasy
nnatchup. In this
aspect, the system provides notifications so that participating fantasy users
have the
opportunity to make active coaching decisions, including substitutions, in
response to real-
world events taking place during active games.
[00165] SCORING. The roster management system may be configured to monitor
and
record the fantasy points scored by all the various players who are
participating in a fantasy
nnatchup. As illustrated in FIG. 33, the Service Interface 400 may include a
fantasy score
handler 440 that is configured to perform the scoring function according to a
set of rules.
[00166] In the context of substitutions, in general, the active player
would earn fantasy
points for his performance during any period before a substitution is
executed. The
substitute player would then earn points based on his performance for the
remaining play
periods (or until the player is replaced by another substitution). For games
occurring at
different times, however, the fantasy score handler 440 may be configured to
adjust the
scoring according to a variety of factors, including the precise time when
certain events occur.
[00167] The feature of allowing in-game substitutions in fantasy nnatchups
¨ when the
players are typically not playing at the same time, or in the same real-world
game ¨ creates a
number of data processing challenges including player availability conditions
(described
above, including whether the real game has entered the final play period),
substitution
opportunities and time windows (between play periods, for example, as
described above),
and the scoring of fantasy points.
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[00168] According to the timing requirements element of the availability
conditions,
described above, an active player is typically only eligible when currently
playing in a real-
world game that has not yet entered the final play period. However, the player
doesn't have
to be currently playing to be substituted. The system can accommodate freeze,
neutral and
crossover swaps ¨ whether games are at the same time, one before the other, or
vice-
versa. And if at same time the game clock doesn't matter ¨ the system makes
the swaps at
the end of periods/quarters. The main general rule is that a user cannot swap
back in time
with regard to quarters/periods, only for future ones ¨ i.e. the user can only
substitute
players that have not yet started the period(s) that the user wants to
substitute them in for.
[00169] A substitute player is only eligible when either (a) currently
playing in a real-
world game that has not yet entered the final play period or (b) scheduled to
play in a real-
world game that has not yet started. This set of conditions creates three
possible scenarios.
[00170] The first scenario occurs when the substitute player is scheduled
to play in a
real-world game, called Game Two, that has not yet started. The user issues a
request to
substitute an active player in Game One. The fantasy score handler 440 records
the request
time, both in real universal time and relative to the Game One Clock. For
example, a request
is made when 2 minutes, 30 seconds has elapsed on the clock during period 2 in
Game One.
The Game One Clock in this example may be recorded as 2:02:30 (Period 2 :02
minutes :30
seconds).
[00171] In a roster management system that executes substitutions only at
the end of a
period, the substitution of the active player would not take effect until the
start of period 3 in
Game One. The active player would continue scoring fantasy points until the
end of period 2.
For Game Two (which has not yet started), for scoring purposes, as controlled
by the fantasy
score handler 440, the substitute player would not 'start' playing and scoring
fantasy points
until the first new play of period 3 in Game Two.
[00172] In a roster management system that executes substitutions upon
request,
the substitution of the active player would take effect 'immediately' with the
start of the next
new play after the Game One Clock passes 2:02:30. For scoring purposes, as
controlled by the
fantasy score handler 440, the substitute player would not 'start' playing
until the first new
play after the Game Two Clock passes 2:02:30. In this aspect, the
substitutions are time-
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coordinated according to the respective game clocks, even though Game Two has
not yet
started in real time when the substitute is requested and executed.
[00173] The second scenario occurs when the substitute player is currently
playing in
Game Two, (a) Game Two has not yet entered its final play period, and (b) Game
Two started
later than Game One and/or less time has elapsed on the Game Two Clock than
the Game
One Clock. The user issues a request to substitute an active player in Game
One. The fantasy
score handler 440 records the request time, both in real universal time and
relative to the
Game One Clock, which may be recorded as 2:02:30 (Period 2 : 02 minutes : 30
seconds). In
this scenario, the same scoring rules would apply as those in the first
scenario.
[00174] In a roster management system that executes substitutions only at
the end of a
period, the substitution of the active player would not take effect until the
start of period 3 in
Game One. The active player would continue scoring fantasy points until the
end of period 2.
For GameTwo (which started later and is still underway), for scoring purposes,
as controlled
by the fantasy score handler 440, the substitute player would not 'start'
playing and scoring
fantasy points until the first new play of period 3 in Game Two. In a roster
management
system that executes substitutions upon request, the substitution of the
active player would
take effect 'immediately' with the start of the next new play after the Game
One Clock passes
2:02:30. For scoring purposes, as controlled by the fantasy score handler 440,
the substitute
player would not 'start' playing until the first new play after the Game Two
Clock passes
2:02:30. In this aspect, the substitutions are time-coordinated according to
the respective
game clocks, even though Game Two has not yet started in real time when the
substitute is
requested and executed.
[00175] The third scenario occurs when the substitute player is currently
playing in
Game Two, (a) Game Two has not yet entered its final play period, and (b) Game
Two started
earlier than Game One and/or more time has elapsed on the Game Two Clock than
the Game
One Clock. In other words, Game Two started first and/or is further along and
will
presumably end sooner. In general, the fantasy score handler 440 may be
configured to
prevent a user from 'going back in time' and capturing points from the past
performance of a
substitute player.
[00176] The user issues a request to substitute an active player in Game
One, at
2:02:30 according to the Game One Clock. Suppose, for example, that the
substitution is
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executed when 4 minutes, 50 seconds has elapsed on the clock during period 3
in Game Two.
The Game Two Clock may be recorded as 3:04:50 (Period 3: 04 minutes : 50
seconds).
[00177] In a roster management system that executes substitutions only at
the end of a
period, the substitution of the active player would not take effect until the
start of period 4 in
Game One. The active player would continue scoring fantasy points until the
end of period 3.
For GameTwo (which is in the middle of period 3), for scoring purposes, as
controlled by the
fantasy score handler 440, the substitute player would not 'start' playing and
scoring fantasy
points until the first new play of period 4 in Game Two.
[00178] In a roster management system that executes substitutions upon
request, the
substitution of the active player would not take effect immediately. The
active player would
continue scoring fantasy points until the end of any active play occurring
when the Game
One Clock reaches 3:04:50. The substitute player would not 'start' playing
until the first new
play after the Game Two Clock passes 3:04:50. In this aspect, the
substitutions are time-
coordinated according to the respective game clocks.
[00179] REPORTING is another aspect of the roster management system, as
described
herein. The Service Interface 400 may include a reporting engine 450 that
includes a flexible
and user-friend reporting interface. The reporting engine 450 may be
configured to display a
report to the user when a substitution is a success (results in more points or
another
favorable outcome) and/or when a substitution is a failure. The reporting
engine 450 may
monitor and report the results of a single substitution event or,
alternatively, a set of
substitution events that occur during a certain time period (the entire
season, subset of
season, one game, one day, one week or weekend, a particular subset of a game,
etc., as
described above). Comparisons with other users may be monitored and reported
showing
the results of the user's substitutions relative to those made by others
during the same
period (same game, same period, etc.).
[00180] Additionally, the reporting engine 450 may be configured to monitor
and
report the results of one or more substitution events made by a user relative
to a certain
person or subset, including for example, a report of the user's substitutions:
(a) relative to a
particular opposing user's substitutions, including optionally the net effect
of his
substitutions, (b) relative to a subset of the opposing users in a selected
group or league, (c)
relative to the substitutions of every user in a league as a group, and/or (d)
relative to a
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subset of other users who meet a particular set of criteria, such as
geographic location, school
or workplace affiliation, team or fan group affiliation, users with the same
player on their
Active Reserves list, users who used the same player for a substitution during
a particular
time window, or any other set of criteria.
[00181] The reporting engine 450 may further be configured to maintain a
record of
past reports in a log or data store, such as the database 500. In this aspect,
the roster
management system may provide an historical record of a number of substitution
events
made by a user. The system may further include an analysis of the user's
substitutions over
time, in relation to other users, or relative to some other time period or
metric. The system
may provide a virtual 'coaching history' to the user, for example, showing the
number of
substitutions made during a certain week or during an entire season,
displaying the
percentage and number of substitutions that resulted in improved fantasy
score, thereby
providing an indication of the user's skill. The system may also include a
comparison of the
user's actual substitutions versus a set of other available substitutions that
could have been
requested, along with an indication of which substitution would have produced
more fantasy
points.
[00182] DEVELOPMENT PLAYER SEAT. Rookies represent one of the biggest risks
in
fantasy sports. Many rookies either do not play well or spend much of their
first season on
the bench, earning little or no fantasy points and taking up a seat on the
roster. For the next
season, the user must decide whether to select the rookie again in the draft,
or instead select
a different player.
[00183] Currently available fantasy sports systems require users to treat
rookies just
like any other player. Many users, however, strongly desire a fantasy system
that handles
rookies in a different and more realistic way.
[00184] Keeper-style fantasy sports leagues allow users to keep one or more
players on
their fantasy team from one season to the next. League rules determine the
number of
players who can be kept, as well as the cost or penalty to the user for making
the election to
keep a player on the team. For example, the rules may allow players to keep up
to six (6)
players for the next season.
[00185] In another aspect, the roster management system may include a
designated
seat on the Bench Roster for one Development Player. The Development Player
seat may be

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particularly well-suited for a rookie player, in a keeper-style league,
according to particular
embodiments. In operation, the user would select a rookie in the draft and
assign the rookie
to the Development Player on the Bench Roster, where the rookie must remain
for the entire
first season. At the end of the first season, in a keeper-style league, the
user would have the
option to 'keep' the rookie and move the rookie to the Active Roster for the
rookie's second
season.
[00186] In one embodiment, the roster management system would provide the
user
with an option to use one (1) additional keeper slot in order to capture the
Development
Player (rookie) for his second season. For example, in a league where the
rules allow users to
keep up to six (6) players for the next season, the rules would allow the user
to also keep the
Development Player (the rookie) as a seventh keeper for the next season. In
this aspect, the
user accepts the rule that the Development Player remains on the Bench Roster
during the
entire first season, in exchange for the option to use the Development Player
as 'one
additional keep' at the end of the season.
SYSTEM ARCHITECTURE
[00187] Referring now to FIG. 33, the Service Interface 400 may be an API
which, in
general, specifies and controls the operation between and among various
software
components. In addition to accessing databases and computer hardware, an API
can be used
to control how the overall system executes routines, builds and accesses data
structures,
performs services, and makes "API calls" to other elements (for example, to
provide data or
seek data).
[00188] The Service Interface (API) 400, as shown, may include a variety of
components
connected to a database 500 and feed data 25. The database 500 may include a
single
database, a set of lookup tables, a set of relational databases, or any other
structure for
storing and accessing information. The feed data 25 may include a number of
incoming data
feeds containing a variety of information about all aspects of a sport. For
example, the feed
data 25 may include a list of the games currently in progress, a list of the
players who are
actively participating in each game, player status (active, benched, injured,
removed, ejected,
etc.), game scores, team field position, player injury reports, weather,
penalties, along with
any of a variety of statistics and performance information.
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[00189] The Service Interface (API) 400 may be part of one or more central
Server
machines, which interact with remote Client devices, such as desktop
computers, laptops,
tablets, and handheld devices.
[00190] The roster manager 410 may be configured to process roster data and
to
receive and handle requests from users (Clients). The roster manager 410 may
access other
components, including for example the feed stats data handler 470, in order to
access and
evaluate real-time statistics. The roster manager 410 may be configured to
process requests
for substitution (described below) and execute player substitutions according
to the rules and
conditions imposed by particular embodiments of the roster management system.
[00191] The notification engine 420 may be configured to analyze team
roster data and
real-world events from the feed data 25 and, based on that analysis, configure
and send one
or more notifications to users. The notifications may include information
about that user's
team members, such as a player's performance or current statistics. Also, as
described below
in greater detail, the notifications may include one or more prompts to a
user, reporting
current information about a relevant player or game and suggesting a
substitution.
[00192] The user manager 430 may be configured to set and maintain the API
settings
so that each fantasy sports provide can manage its own set of rules.
The fantasy score handler 440 may be configured to perform the scoring
function, based on
data received about each athlete's plays and performance and, optionally, to
award fantasy
points.
[00193] The reporting engine 450 provides a flexible reporting interface
for users to
view how their coaching decisions (i.e., player substitutions) affected the
outcome of their
fantasy nnatchups. The reporting interface may allow the user to filter the
views by type of
substitution, by position, by time period, relative to certain opponents, etc.
[00194] The roster data handler 460 may be configured to house the logic
for particular
elements of the roster management system, including the storing of roster data
and
substitution processes on the database 500.
[00195] The feed stats data handler 470 may be integrated with one or more
incoming
sports feed services which are part of the feed data 25. The handler 470 may
retrieve and
parse particular statistics from the feed data 25, store the relevant data in
the database 500.
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The handler 470 may also be configured to manage the relatively high frequency
and number
of data requests, as well as to maintain an accurate historical log of events
that take place
using the roster management system.
[00196] HEAD-TO-HEAD CHALLENGES SYSTEM ARCHITECTURE. Referring to FIGS. 34-
37
system architecture relating to direct challenges or "Mano e Mano" will be
discussed. FIG. 34
depicts a service interface 600 and various related elements of the direct
challenge
application, according to various embodiments.
[00197] The direct challenge application may be in communication with an
incoming
data feed from external sources 602, such as one or more sports information
feeds. For each
data source (internal or external) there may be an Event Data Handler 604 that
is configured
to manage the data source, the competitors, the nnatchups created by users,
the real-world
event times and outcomes, and the quantitative statistics and performance of
competitors.
[00198] The Service Interface 600 is interacted with by the user through a
variety of
User Interfaces 606, including Mobile Apps (e.g. on snnartphones and tablet
computers), Web
Apps, Smart TV Apps and on gaming consoles. Computer kiosks can also be
provided that are
networked with the Service Interface to allow users to interact with the
gaming system.
[00199] Referring to FIG. 35, the direct challenge system can utilize one
or more
external data readers 608, such as sports feeds A, B, etc., and content APIs
to gather
challenge data available from external data services like sport feeds and
other content
providers. Data for challenges can also be fed into a statistics database
manually.
[00200] Referring to FIG. 36, data inbound to the challenge system from the
external
data readers 608 may have specific formatting of the data such as event date,
competitors,
quantitative stats, etc. needed by the challenge system. An event data handler
610 translator
can be provided to transform the data from such external sources into a common
nnatchup
data 612 format to be used by the challenge system. This can be accomplished,
for example,
through the use of XML data forms.
[00201] For each data source there is an event data handler that manages
data sources
and creates a series of possible and actual nnatchups, combining competitors,
event times and
quantitative statistics. Matchups can be automatically created by the
challenge system based
on system business logic and suggest such nnatchups to users.
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[00202] Referring to FIG. 37, the challenge application may be configured
to proceed
from a starting point 620 in which User A selects a competitor (manually, or
using a picking
engine, for example) and selects one of the competitor's rivals, thereby
identifying a
nnatchup. The challenge application may further be configured to allow User A
to select the
parameters necessary to create a challenge 622; for example, "[Competitor]
will [outperform]
[Competitor's Rival] in [this field of endeavor] during [this event or time
period]." Once the
challenge is created, User A may use the challenge application to select a
fellow user, User B,
and then issue the challenge to User B.
[00203] User B may accept or reject the challenge 624. If the challenge is
accepted,
them the challenge is officially created 626. The challenge application is
configured to
monitor the performance of the competitor and rival, identify the winner of
the nnatchup
628, process the challenge 630, and post scores to a leader board 632. The
system can also
perform recording, collection and reconciliation of real money wagers if real
money wagers
were involved in the challenge.
[00204] In another aspect, the challenge application may be configured to
automatically select and create a number of nnatchups between and among
various
competitors, and to then suggest such nnatchups to users for use in a
challenge.
[00205] Referring now to FIGS. 49-54, an example of a bet not buy direct
challenge will
be discussed with reference to an example graphical user interface.
[00206] Once the user launches the bet not buy application on their
computing device
they may be presented with a screen as shown in FIG. 49. This screen allows
the user to
designate the time duration of the challenge 700. As shown in FIG. 50, after
selecting the
time duration, the user is provided with options to select the subject matter
of the challenge
702, such as stocks, commodities, etc.
[00207] Then, as shown in FIG. 51, the user can select the type of wager
704. Here, the
illustrated wager type can be whether a specific stock will go up or down, or
whether a
selected stock will perform better or worse than another specific stock (nnano
e nnano). Next,
in FIG. 52, the user selects their specific "player" 706, which here is the
specific stock that is
the subject of the up-down challenge.
[00208] FIG. 53 allows the user to designate if the predicted performance
of the
specific stock by the end of the time period is to be either up or down 708
from the price of
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the selected stock identified in the header of the sub-window. The user
further can select the
amount of the wager that the user wishes to make 710. The user then selects
the button
"place bet" to confirm their wager and initiate the challenge 712.
[00209] FIG.
54 is a ledger screen listing the particular user's history of bet not buy
challenges, including the scored outcome and wager amount of each. The
currently pending
challenge 714 is highlighted while past challenges 716 are not, so that the
user can quickly
differentiate between the current and past challenges. The user's award
"player points" 718
are also indicated on the summary screen.
[00210] The
left arrow in the header of each screen takes the user to the previous
page. The home button will return the user to the home screen.
[00211] A
nnano e nnano or head-to-head nnatchup (including side nnatchups) can also
be the subject of a bet not buy challenge. Matchups can be created between
athletes,
politicians, actors, musicians, etc. ¨ measuring stats and values, not
dependent upon whether
they actually compete directly with each other. As discussed above, users send
head to head
challenges to opponents (or the house), such as X will outperform Y in the
area of Z (during
this tinnefranne, or in this event). For example, who will have more rushing
yards today,
Sunday ?, Barry Sanders or Marcus Allen? In another example, will Barry
Sanders gain more or
fewer rushing yards than Marcus Allen in this weekend's slate of pro football
games. This
same approach can be applied to many different types of subject matters as
discussed
throughout this specification.
[00212]
Although several embodiments have been described herein, those of ordinary
skill in art, with the benefit of the teachings of this disclosure, will
understand and
comprehend many other embodiments and modifications for this technology. The
invention
therefore is not limited to the specific embodiments disclosed or discussed
herein, and that
may other embodiments and modifications are intended to be included within the
scope of
the appended claims or inventive concepts.
Moreover, although specific terms are
occasionally used herein, as well as in the claims or concepts that follow,
such terms are used
in a generic and descriptive sense only, and should not be construed as
limiting the described
invention or the claims or concepts that follow.

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

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Event History

Description Date
Letter Sent 2020-02-06
Application Not Reinstated by Deadline 2020-02-06
Time Limit for Reversal Expired 2020-02-06
Common Representative Appointed 2019-10-30
Common Representative Appointed 2019-10-30
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice 2019-02-06
Inactive: Cover page published 2017-11-15
Inactive: First IPC assigned 2017-09-06
Inactive: Notice - National entry - No RFE 2017-08-15
Application Received - PCT 2017-08-11
Inactive: IPC assigned 2017-08-11
Inactive: IPC assigned 2017-08-11
Inactive: IPC assigned 2017-08-11
Inactive: First IPC assigned 2017-08-11
National Entry Requirements Determined Compliant 2017-08-01
Application Published (Open to Public Inspection) 2016-08-11

Abandonment History

Abandonment Date Reason Reinstatement Date
2019-02-06

Maintenance Fee

The last payment was received on 2018-02-05

Note : If the full payment has not been received on or before the date indicated, a further fee may be required which may be one of the following

  • the reinstatement fee;
  • the late payment fee; or
  • additional fee to reverse deemed expiry.

Patent fees are adjusted on the 1st of January every year. The amounts above are the current amounts if received by December 31 of the current year.
Please refer to the CIPO Patent Fees web page to see all current fee amounts.

Fee History

Fee Type Anniversary Year Due Date Paid Date
Basic national fee - standard 2017-08-01
MF (application, 2nd anniv.) - standard 02 2018-02-06 2018-02-05
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
ZCO, LLC
Past Owners on Record
DANIEL G. KEHOE
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Drawings 2017-07-31 33 5,414
Description 2017-07-31 45 1,974
Abstract 2017-07-31 2 121
Representative drawing 2017-07-31 1 133
Claims 2017-07-31 5 127
Courtesy - Abandonment Letter (Maintenance Fee) 2019-03-19 1 173
Notice of National Entry 2017-08-14 1 206
Reminder of maintenance fee due 2017-10-09 1 111
Commissioner's Notice - Maintenance Fee for a Patent Application Not Paid 2020-03-31 1 535
International search report 2017-07-31 3 189
National entry request 2017-07-31 4 92