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Prizing remote users using real life sports personalities

  • US 10,614,672 B2
  • Filed: 04/25/2019
  • Issued: 04/07/2020
  • Est. Priority Date: 09/02/2003
  • Status: Expired due to Fees
First Claim
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1. A method for electronic game play involving one or more remote users of a system in an electronic environment, the remote users utilizing first electronic communications devices, the first electronic communications devices having input capability and generate an output corresponding to the input, the first electronic communications devices having storage to store a game application program from a remote server, the first electronic communications devices having graphical display capability, comprising the steps of:

  • transmitting the game application program from the server to the first electronic communications devices for storage of the program in response to a user initiated action to request the program,registering the remote users at the server,receiving the output from the one or more remote users a selection indicating an association with one or more real life sports personalities to organize a team of personalities, the selection being communicated by the output of the first electronic communications devices over a public communication system, the selection of the real life sports personalities being made by the remote user,displaying a plurality of real life sports personalities including their graphical images,displaying a game using the team comprised of the one or more real life sports personalities, the real life sports personalities having differing play characteristics, the differing play characteristics being compensated for by the system to provide more uniform results between the remote users,applying game analytics to the electronic game play, andawarding a win to the one or more remote users determined by a prizing structure.

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