US2015248817A1PendingUtilityA1

Real sports companion match-play crowdsourcing electronic game

Assignee: MINDFORCE CONSULTING LLCPriority: Dec 30, 2011Filed: Mar 27, 2015Published: Sep 3, 2015
Est. expiryDec 30, 2031(~5.4 yrs left)· nominal 20-yr term from priority
G07F 17/3288A63F 13/46A63F 2300/69A63F 13/65A63F 13/812A63F 13/828A63F 2300/8052A63F 2300/6009
29
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Claims

Abstract

Developing a match-play game in which an outcome of a live event determines an outcome within the match-play game comprises several steps including determining a set of outcomes that may occur in the live event, presenting the set of outcomes to a game designer, presenting a design interface in which a game designer may create a match-play game, enabling a user to determine a set of outcomes that may occur in the match-play game, and enabling the user to associate at least one outcome in the match-play game to an outcome in the live event.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method of determining an outcome within a match-play game from an outcome of a live event, comprising:
 i) determining a first set of outcomes that may occur in the live event;   ii) presenting the first set of outcomes in a plurality of electronic computing device match-play game interfaces;   iii) facilitating access to the plurality of match-play game interfaces to a plurality of users located remotely from the live event;   iv) enabling a user of the plurality of users to determine at least one outcome from the first set of outcomes in coordination with a specific real play action in the live event so that the determined outcome is based on real-time context of the live event as an outcome in the match-play game; and   v) enabling the user to associate in real-time the at least one outcome in the match-play game to the specific real play action that produces an outcome in the live event.   
     
     
         2 . The method of  claim 1 , further comprising, providing the user with a probability of occurrence of an outcome in the live event, such that the associating of an outcome in the match-play game to an outcome of the live event may be based on the probability of occurrence of the outcome in the live event. 
     
     
         3 . The method of  claim 1 , further comprising, providing the user with a point value for an outcome in the live event, such that the associating of an outcome in the match-play game to an outcome of the live event may be based on the point value of the outcome in the live event. 
     
     
         4 . The method of  claim 1 , wherein enabling a user to associate at least one outcome in the match-play game to an outcome in the live event includes enabling the user to predict at least one outcome of the live event. 
     
     
         5 . The method of  claim 4 , wherein enabling the user to predict at least one outcome of the live event includes enabling the user to predict at least one measureable action of at least one real play event of the live event. 
     
     
         6 . The method of  claim 1 , wherein the live event is a live sports event. 
     
     
         7 . The method of  claim 6 , wherein the live sports event is selected from a list consisting of football, baseball, hockey, and cricket. 
     
     
         8 . The method of  claim 1 , further including enabling the user to associate a plurality of outcomes in the match-play game to a plurality of time-separated outcomes in the live event. 
     
     
         9 . A method of competing player predictions of a live event outcome determining a match-play winner within a match-play game, comprising:
 i) determining at least two sets of outcomes that may occur in the live event;   ii) presenting the at least two sets of outcomes in an electronic computing device interface of the match-play game, wherein the match-play game is configured for at least two competing players;   iii) enabling each competing player to select one or more outcomes for an outcome producing action in the live event, the enabling coordinated with the outcome producing action and the outcomes selected from the at least two sets of outcomes that may occur in the live event as a result of the outcome producing action, the selection producing player-specific outcome predictions in the match-play game, wherein each competing player selects from a different set of outcomes; and   iv) enabling determination of a match-play performance for each competing player based on comparison of each player-specific outcome prediction with actual outcomes of the live event.   
     
     
         10 . The method of  claim 9 , wherein a first set of outcomes of the at least two sets of outcomes that may occur in the live event is an offensive set of outcomes and a second set of outcomes of the at least two sets of outcomes that may occur in the live event is a defensive set of outcomes. 
     
     
         11 . The method of  claim 9 , wherein determining match-play performance comprises determining separately for each competing player a match-play result of one of win, lose, and tie. 
     
     
         12 . The method of  claim 9 , wherein the live event is a live sports event. 
     
     
         13 . The method of  claim 12 , wherein the live sports event is selected from a list consisting of football, baseball, hockey, and cricket. 
     
     
         14 . A system for crowd versus crowd competitive match-play gaming based on predicting an outcome of a live sports event, comprising:
 i) a competition module adapted to enable crowd versus crowd match-play in a game in which a real-time outcome of a live event outcome producing action determines a corresponding time-coordinated outcome within the match-play game;   ii) a game match-play module adapted to support crowd versus crowd match-play, wherein a crowd comprises at least one player;   iii) a rewards module adapted for determining player and crowd match-play performance, wherein match-play performance is based on accuracy of player prediction of real-time outcomes of the outcome producing action of the live event, wherein the player match-play prediction is coordinated with the live event outcome producing action; and   iv) a rewards determination module adapted for allocating rewards based on player and crowd match-play performance.   
     
     
         15 . The system of  claim 14 , wherein the live sports event is selected from a list consisting of football, baseball, hockey, and cricket. 
     
     
         16 . The system of  claim 14 , wherein crowd match-play performance is based on normalized player match-play performance across all player predictions for each crowd. 
     
     
         17 . The system of  claim 16 , wherein a winner of the match-play game is based on the crowd match-play performance. 
     
     
         18 . The system of  claim 14 , wherein crowd match-play performance is based on comparing a crowd favorite predicted outcome to an outcome of the live event. 
     
     
         19 . The system of  claim 18 , wherein the crowd favorite predicted outcome is the outcome that is predicted most frequently among players in the crowd. 
     
     
         20 . The system of  claim 18 , wherein a winner of the match-play game is based on the crowd match-play performance.

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