US2012225724A1PendingUtilityA1
System and method for facilitating gambling tournaments having updates in real time
Est. expiryMar 3, 2031(~4.6 yrs left)· nominal 20-yr term from priority
G07F 17/3225G07F 17/3276G07F 17/3223
13
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Claims
Abstract
A system and method for facilitating gaming tournaments having updates in real time. In an illustrative embodiment, multiple clients running the game can connect with a server hosting the tournament. Each client pays a “buy in” and a seat for a game is allocated for the client when open. After each game outcome, tournament boards can be updated providing real time feedback. Because numerous games can exist within the tournament, the leader board can be updated frequently. The game can be implemented within social networking sites as well as casinos.
Claims
exact text as granted — not AI-modified1 . A method for facilitating a gaming tournament on a social network having updates in real time, the method comprising:
establishing a tournament room for a client; detecting at least one connection of the client established within the social network playing the gaming tournament; pulling in the at least one connection into the tournament room; and starting game play for the tournament room when a maximum number of users have entered into the tournament room or when a force start has been enabled.
2 . The method of claim 1 , wherein establishing a tournament room for a client comprises allocating memory within a game host network.
3 . The method of claim 1 , wherein detecting the at least one connection of the client established within the social network comprises searching for friends of the client.
4 . The method of claim 1 , wherein pulling in the at least one connection into the tournament room comprises waiting for the at least one connection to finish a current game.
5 . The method of claim 1 , wherein starting game play for the tournament room when a maximum number of users have entered into the tournament room comprises filling open seats within the tournament room with public users.
6 . The method of claim 1 , comprising retrieving likes from at least one user within the tournament room and implementing features associated with the likes inside the tournament room.
7 . The method of claim 1 , comprising updating an in-game leader board based on the game play.
8 . A system comprising:
a game host network for managing distributed instances of synchronous gaming tournaments among a plurality of clients with the outcome being updated on an in-game leader board in real time, wherein the clients come from a combination of a social network, casino and computing device.
9 . The system of claim 8 , wherein the game host network comprises a matching server for identifying clients that have a relationship and placing those clients into a room for game play.
10 . The system of claim 9 , wherein the relationship associates friendship status between the clients.
11 . The system of claim 9 , wherein the relationship associates prior contests between the clients.
12 . The system of claim 8 , wherein the game host network breaks the plurality of clients into a plurality of rooms with each room having a predefined number of seats available for game play.
13 . The system of claim 12 , wherein a new room is started when the number of seats available is filled.
14 . The system of claim 12 , wherein a new room is started when a force start is enabled.
15 . A device comprising:
at least one processor; and a memory operatively coupled to the processor, the memory storing program instructions that when executed by the processor, causes the processor to:
connect with a game host network through a social network;
receive placement within a game room provided by the game host network;
begin game play if a maximum number of users have filled the game room,
otherwise, wait until the maximum number of users are within the game room.
16 . The device of claim 15 , wherein the memory storing program instructions when executed by the processors causes the processor to begin game play when a force start is entered by a user within the game room.
17 . The device of claim 15 , wherein receiving placement within the game room provided by the game host network comprises starting a new game room when the maximum number of users have filled a previous game room.
18 . The device of claim 15 , wherein the memory storing program instructions when executed by the processors causes the processor to provide profile information to the social network for placement within the game room.
19 . The device of claim 15 , wherein the game host network places friends within the game room.
20 . The device of claim 19 , wherein the game host network fills up remaining seats within the game room with public users.Join the waitlist — get patent alerts
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