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Game of skill played by remote participants utilizing wireless devices in connection with a common game event

  • US 10,226,698 B1
  • Filed: 12/09/2005
  • Issued: 03/12/2019
  • Est. Priority Date: 07/14/2004
  • Status: Active Grant
First Claim
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1. A system for a game of skill played by one or more players viewing one or more common game events, comprising:

  • a. an Internet-connected device for receiving one or more game play inputs by the one or more players and scoring in response to the one or more game play inputs; and

    b. a central computing system for defining a predetermined plurality of game skill tiers each comprising one or more players, the predetermined plurality of game skill tiers including an initial lowest skill tier and one or more advanced skill tiers for receiving one or more game scores and determining one of the predetermined plurality of game skill tiers of the one or more players for a particular game and promoting to a relatively higher skill tier more successful players of each game,wherein each tier has different questions and scoring opportunities, wherein querying is relative to the predetermined plurality of game skill tiers, the central computing system further configured for communicating all game scores in a game skill tier only to players included in the players'"'"' game skill tier, further wherein the central computing system includes an application to determine a current skill tier of a user and to update the application if the current skill tier is not correct for the user, wherein the application is implemented in real time, including an acknowledgment by the central computing system which is received by the Internet-connected device in real time, wherein the Internet-connected device receives a first set of game data from the central computing system over the Internet, wherein the central computing system receives a second set of game data from the Internet-connected device over the Internet, wherein a microprocessor of the central computing system configures the second set of game data for the Internet-connected device, including setting up a two-way client/server relationship, wherein the two-way client/server relationship is only set up for a subset less than all of a plurality of devices, and wherein the central computing system transmits a lockout signal to the Internet-connected device, wherein the lockout signal is transmitted at a designated time to prevent answers to the questions after an outcome is known.

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