SYSTEMS AND METHODS FOR MANAGING DEMAND DRIVEN SPORTING GAMES
First Claim
1. A demand driven game management system for sports implemented over an electronic communications network, including:
- (a) a public interface for registering for demand driven games, and active matching services;
(b) a team interface for registering for demand driven games, and active matching services;
(c) an administration interface for creating demand driven game slots and categories, and setting related preferences, including active game matching, unregistered player access and the like;
(d) a referee interface for setting referee preferences and availability; and
(e) a DDG engine for processing game registrations and verifications, processing preferences from various interfaces and processing court availability and performing active match processing.
1 Assignment
0 Petitions
Accused Products
Abstract
A demand driven game system and method uses a communications network driven by an engine to facilitate the scheduling of demand driven (sporting) games (DDG'"'"'s), through passively accepting electronic expressions of interest for open slots (registrations), and actively filling slots through a matching service. Such functions can be performed through a combination of processing party preferences from a public interface, a team interface, setup preferences from an administrator interface and a referee interface, processing league data structures from a database, particularly competition rosters and referee rosters, processing DDG registrations and sending and receiving automated communications with relevant parties through SMS channels. DDG slots could be filled through a combination of transactional approaches, players/teams/individuals registering for specific slots, and service approaches, with players/teams/individuals registering to receive queries for DDG'"'"'s of a specific character.
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Citations
43 Claims
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1. A demand driven game management system for sports implemented over an electronic communications network, including:
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(a) a public interface for registering for demand driven games, and active matching services; (b) a team interface for registering for demand driven games, and active matching services; (c) an administration interface for creating demand driven game slots and categories, and setting related preferences, including active game matching, unregistered player access and the like; (d) a referee interface for setting referee preferences and availability; and (e) a DDG engine for processing game registrations and verifications, processing preferences from various interfaces and processing court availability and performing active match processing. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40)
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41. A method of scheduling demand driven sporting games using an electronic communications network, including the steps of:
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providing a setup interface to create DDG slots or equivalents to be used for DDG games; providing a player or team interface for taking expressions of interest in joining a particular game, or, taking expressions of interest in joining games of a particular character i.e. a join service; providing a mechanism to process registrations and other data including providing a mechanism for automatically determining whether conditions exist which match admin defined conditions for which DDG'"'"'s might be scheduled. providing a mechanism to schedule games including communicating ‘
scheduled’
status to relevant parties.
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42. A demand driven game management system, including:
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a public interface for a player or individual to register for a demand driven game and/or demand driven game service; and
/ora team interface for a team to register for a demand driven game and/or demand driven game service; and
/ora referee interface for a referee to discretely define a relation to the DDG system and/or define availability times; and
/oran administration interface for an administration to define DDG'"'"'s and related preferences, optionally including whether or not to allow active matching and/or the allowing of unregistered players to participate in DDG'"'"'s; and
/ora DDG engine for identifying whether conditions exist for a DDG game to be scheduled, and for performing necessary communications and confirmation during and after which.
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43. A demand driven game management system for sports implemented over an electronic communications network, including:
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(a) an administration interface for creating demand driven game slots and categories, and setting related preferences, including active game matching, unregistered player access and the like, (b) any one or more of the following interfaces; (i) a public interface for registering for demand driven games, and active matching services, (ii) a team interface for registering for demand driven games, and active matching services, (iii) a referee interface for setting referee preferences and availability, and (c) a DDG engine for processing game registrations and verifications, processing preferences from various interfaces and processing court availability and performing active match processing.
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Specification