System and method for integrating live statistical data of a real-life event into a real-time, online multi-player game
Abstract
Certain embodiments of the present invention provide for a system and method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game. The method includes receiving a first stat event corresponding to a first real-life event and determining whether the first stat event is related to at least one game. The method includes parsing the first stat event into a first game event if the first stat event is related to the at least one game. The method includes storing the first game event, retrieving the stored first game event, and processing the retrieved first game event to change a game state. The method includes communicating the game state to a client to update the client display.
Claims
exact text as granted — not AI-modified1 . A method for integrating live statistical data of a real-life event into a real-time, online mass multi-player game, the method comprising:
at least one processing device for at least: receiving a first stat event corresponding to a first real-life event; determining whether the first stat event is related to at least one game; parsing the first stat event into a first game event if the first stat event is related to the at least one game; storing the first game event; retrieving the stored first game event; processing the retrieved first game event to change a game state; and communicating the game state to a client to update the client display.
2 . The method of claim 1 , comprising discarding the first stat event if the first stat event is not related to the at least one game.
3 . The method of claim 1 , comprising receiving an indication of an allocation of player resources from the client.
4 . The method of claim 3 , wherein the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
5 . The method of claim 3 , comprising:
storing the indication of the allocation of player resources as a second game event; retrieving the stored second game event; processing the retrieved second game event to change the game state; and communicating the game state to the client to update the client display.
6 . The method of claim 5 , comprising:
receiving a second stat event corresponding to a second real-life event; determining whether the second stat event is related to the at least one game; parsing the second stat event into a third game event if the second stat event is related to the at least one game; storing the third game event; retrieving the stored third game event; processing the retrieved third game event to change the game state; and communicating the game state to the client to update the client display.
7 . The method of claim 6 , wherein the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
8 . The method of claim 1 , wherein the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
9 . The method of claim 8 , wherein at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
10 . The method of claim 1 , wherein the real-life event is at least one of a sporting event, a televised game, and a reality television show.
11 . A non-transitory computer-readable medium encoded with a set of instructions for execution on a computer, the set of instructions comprising:
a receiver routine configured to receive a first stat event corresponding to a first real-life event; a decision routine configured to determine whether the first stat event is related to at least one game; a stat parsing routine configured to parse the first stat event into a first game event if the first stat event is related to the at least one game; a memory storage routine configured to store the first game event; a retrieval routine configured to retrieve the stored first game event; a processing routine configured to process the retrieved first game event to change a game state; and a communication routine configured to communicate the game state to a client to update the client display.
12 . The non-transitory computer-readable medium encoded with the set of instructions of claim 11 , comprising a discard routine configured to discard the first stat event if the first stat event is not related to the at least one game.
13 . The non-transitory computer-readable medium encoded with the set of instructions of claim 11 , comprising an allocation receiver routine configured to receive an indication of an allocation of player resources from the client.
14 . The non-transitory computer-readable medium encoded with the set of instructions of claim 13 , wherein the allocation of player resources indicates that player resources were invested in at least one of a plurality of real-life competitors.
15 . The non-transitory computer-readable medium encoded with the set of instructions of claim 13 , comprising:
the memory storage routine configured to store the indication of the allocation of player resources as a second game event; the retrieval routine configured to retrieve the stored second game event; the processing routine configured to process the retrieved second game event to change the game state; and the communication routine configured to communicate the game state to the client to update the client display.
16 . The non-transitory computer-readable medium encoded with the set of instructions of claim 15 , comprising:
the receiver routine configured to receive a second stat event corresponding to a second real-life event; the decision routine configured to determine whether the second stat event is related to the at least one game; the stat parsing routine configured to parse the second stat event into a third game event if the second stat event is related to the at least one game; the memory storage routine configured to store the third game event; the retrieval routine configured to retrieve the stored third game event; the processing routine configured to process the retrieved third game event to change the game state; and the communication routine configured to communicate the game state to the client to update the client display.
17 . The non-transitory computer-readable medium encoded with the set of instructions of claim 16 , wherein the game state indicates at least one of a player resource reward and a player resource penalty based on the processing of the second game event and the third game event.
18 . The non-transitory computer-readable medium encoded with the set of instructions of claim 11 , wherein the at least one game comprises a plurality of games and each of the plurality of games comprises a plurality of real-life competitors for investment of player resources.
19 . The non-transitory computer-readable medium encoded with the set of instructions of claim 18 , wherein at least one of the plurality of games comprises different real-life competitors for investment of player resources than other of the plurality of games.
20 . The non-transitory computer-readable medium encoded with the set of instructions of claim 11 , wherein the real-life event is at least one of a sporting event, a televised game, and a reality television show.
21 . A system for integrating live statistical data of a real-life event into a real-time, online mass multi-player game, the system comprising:
at least one user interface device for interacting with an online game during a related real-life event; at least one memory device for storing at least game events corresponding to the related real-life event; and at least one processor device for receiving stat events, parsing the stat events into the game events, storing the game events in the at least one memory device, processing the game events, and updating a display of the user interface device based on the processed game events.Join the waitlist — get patent alerts
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