Systems and methods for immersing spectators in sporting event and evaluating spectator-participant performance
First Claim
1. A method for electronically facilitating the immersion of spectators as competitors with eSports athletes in a live multiplayer computer game occurring as part of an eSports event, the method comprising:
- monitoring a live multiplayer computer game;
storing in at least one server associated with the live multiplayer computer game and the eSports event, a first set of data including digital video of the live multiplayer computer game and plays associated with action entered on a human-computer interface by at least one eSports athlete participating in the eSports event and the multiplayer computer game;
storing in the at least one server a second set of data associated with the eSports event and electronically provided by action in the form of spectator-participant plays provided on a human-computer interface associated with a spectator-participant participating in the eSports event, wherein the spectator-participant plays are provided contemporaneously with the plays executed by the at least one eSports athlete and are provided through a human-computer interface included in a client device connected via a data network to the at least one server and associated with the spectator-participant;
evaluating the first set of data and the second set of data, wherein results of the evaluating include a comparison of the spectator-participant plays with respect to the at least one eSports athlete plays to render performance data with respect to the spectator-participant and the at least one eSports athlete.
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Accused Products
Abstract
Systems and methods enable sporting event spectators to do more than just observe an online or live contest with the spectators'"'"' engagement being limited to group messaging with other spectators (and possibly also the game stars/participants) during an event. The present invention provides a new level of participation for spectators. Spectators can play the game alongside their favorite athlete/star and a computer system evaluates how the participants perform compared to the athlete. The system can monitor several participants and rank their performance against performance of actual athletes to determine which participants made similar moves, took similar actions, or took action that may be deemed superior to action taken by actual athletes. From the collected data top performers can be acknowledge/awarded. The data can also be useful to identify rising stars from the pool of participants, and new athletes worthy of participants in future competitions cane identified.
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Citations
15 Claims
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1. A method for electronically facilitating the immersion of spectators as competitors with eSports athletes in a live multiplayer computer game occurring as part of an eSports event, the method comprising:
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monitoring a live multiplayer computer game; storing in at least one server associated with the live multiplayer computer game and the eSports event, a first set of data including digital video of the live multiplayer computer game and plays associated with action entered on a human-computer interface by at least one eSports athlete participating in the eSports event and the multiplayer computer game; storing in the at least one server a second set of data associated with the eSports event and electronically provided by action in the form of spectator-participant plays provided on a human-computer interface associated with a spectator-participant participating in the eSports event, wherein the spectator-participant plays are provided contemporaneously with the plays executed by the at least one eSports athlete and are provided through a human-computer interface included in a client device connected via a data network to the at least one server and associated with the spectator-participant; evaluating the first set of data and the second set of data, wherein results of the evaluating include a comparison of the spectator-participant plays with respect to the at least one eSports athlete plays to render performance data with respect to the spectator-participant and the at least one eSports athlete. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A system for electronically facilitating the immersion of spectators in an eSports event wherein a primary aspect of the eSports event is scoring user video gaming entries entered into an electronic video gaming system by eSports athletes as plays by competitors in a multiplayer computer game and wherein input by eSports athletes in the eSports event are entered into the electronic video gaming system by human-computer interfaces connected to the electronic video gaming system, the system comprising:
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at least one processor; and access to at least one server associated with the eSports event and providing eSports athletes and spectator-participants access to a multiplayer computer game via electronic video gaming systems, the at least one server programmed to communicate with the at least one processor, and provide instructions executable by at least one of the at least one processor and the at least one server for; monitoring a live multiplayer computer game; storing in the at least one server associated with the eSports event a first set of data associated with the eSports event, the first set of data including digital video of the multiplayer computer game and plays associated with action by at least one eSports athlete participating in the eSports event and the multiplayer computer game and entered on a human-computer interface associated with the at least one eSports athlete; storing in the at least one server associated with the eSports event a second set of data associated with the eSports event and electronically provided by action of a spectator-participant taken on a human-computer interface from the spectator-participant while the spectator-participant is contemporaneously participating in the eSports event and the multiplayer computer game with the at least one eSports athlete through a client device connected to the at least one server via a data network and associated with the spectator-participant; and evaluating the first set of data and the second set of data, wherein results of the evaluating include a omparison of the spectator-participant plays with respect to plays by the at least one eSports athlete to render data indicative of performance of the spectator-participant with respect to the at least one eSports athlete. - View Dependent Claims (8, 9, 10)
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11. A system for electronically facilitating the immersion of spectators in an eSports event wherein the eSports event comprises operation of a multiplayer electronic computer game wherein a primary aspect of the computer game is an analysis of user gaming entries entered onto a human-computer interfaces of a computer gaming system, the system comprising:
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at least one processor; and a non-transitory computer-usable medium embodying computer program code, the computer-usable medium capable of communicating with the at least one processor, the computer program code comprising instructions executable by the at least one processor and configured for; monitoring a live multiplayer computer game; storing in at least one server associated with the eSports event a first set of data associated with the eSports event, the first set of data including digital video and plays associated with at least one eSports athlete of the eSports event, wherein the plays associated with the at least one eSports athlete are provided by the at least one eSports athlete through at least one human-computer interface associated with the at least one eSports athlete; storing in the at least one server a second set of data associated with and electronically provided by action of a spectator-participant of the eSports event entered as plays of the spectator-participant into the system contemporaneously with the plays of the at least one eSports athlete, wherein the plays of the spectator-participant are provided by the spectator-participant through at least one human-computer interface associated with the spectator-participant; and evaluating the first set of data and the second set of data, wherein results of the evaluating include a comparison of the plays of the spectator-participant with respect to the plays associated with the at least one eSports athlete to render data indicative of performance rankings of the spectator-participant of the eSports event with respect to a performance of the at least one eSports athlete. - View Dependent Claims (12, 13, 14, 15)
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Specification