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 in a live event, the method comprising:
- storing in at least one server associated with a live event, a first set of data associated with the live event, the first set of data including digital video associated with the live event and actual plays associated with action by at least one athlete of the live event;
storing in the at least one server a second set of data associated with and electronically provided by an action in the form of anticipated plays by at least one spectator-participant of the live event provided through at least one spectator-participant client device;
monitoring the anticipated plays with respect to the at least one spectator-participant;
collecting the anticipated plays provided by the at least one spectator-participant from the second set of data; and
matching the anticipated plays with actual plays, the actual plays contained within the first set of data, wherein the matching results in a correlation of the anticipated plays with respect to actual plays by the at least one athlete to render performance data with respect to the at least one spectator-participant.
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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.
37 Citations
20 Claims
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1. A method for electronically facilitating the immersion of spectators in a live event, the method comprising:
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storing in at least one server associated with a live event, a first set of data associated with the live event, the first set of data including digital video associated with the live event and actual plays associated with action by at least one athlete of the live event; storing in the at least one server a second set of data associated with and electronically provided by an action in the form of anticipated plays by at least one spectator-participant of the live event provided through at least one spectator-participant client device; monitoring the anticipated plays with respect to the at least one spectator-participant; collecting the anticipated plays provided by the at least one spectator-participant from the second set of data; and matching the anticipated plays with actual plays, the actual plays contained within the first set of data, wherein the matching results in a correlation of the anticipated plays with respect to actual plays by the at least one athlete to render performance data with respect to the at least one spectator-participant. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A system for electronically facilitating the immersion of spectators in a live event, 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; storing in at least one server associated with a live event, a first set of data associated with the live event, the first set of data including digital video associated with the live event and data indicative of plays associated with at least one athlete of the live event; storing in the at least one server, a second set of data associated with and electronically provided by an action of at least one spectator-participant of the live event through at least one client device; monitoring anticipated plays with respect to the at least one spectator-participant, the anticipated plays provided through the at least one client device; collecting the anticipated plays from the at least one spectator-participant from the second set of data; and matching the anticipated plays with an actual play by the at least one athlete after collecting the anticipated plays, the actual play contained within the first set of data, wherein the matching results in a correlation of the anticipated plays with respect to actual plays by the at least one athlete to render data indicative of performance rankings with respect to the at least one spectator-participant. - View Dependent Claims (15, 16, 17, 18, 19)
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20. A system for electronically facilitating the immersion of spectators in an esports event, 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; storing in at least one server associated with a esports event, a first set of data associated with the esports event, the first set of data including digital video associated with the esports event and data indicative of plays associated with at least one athlete of the esports event, the plays of the at least one athlete provided by the at least one athlete through at least one athlete client device respectively associated with the at least one athlete; storing in the at least one server, a second set of data associated with and electronically provided by an action of at least one spectator-participant of the esports event through at least one client device; monitoring anticipated plays with respect to the at least one spectator-participant, the anticipated plays provided through the at least one spectator client device; collecting the anticipated plays from the at least one spectator-participant from the second set of data; and matching the anticipated plays with an actual play by the at least one athlete after collecting the anticipated plays, the actual play contained within the first set of data, wherein the matching results in a correlation of the anticipated plays with respect to actual plays by the at least one athlete to render data indicative of performance rankings with respect to the at least one spectator.
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Specification