METHODS OF SIMULATING GAMEPLAY
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Abstract
The present disclosure describes systems and methods for simulating gameplay of a live event and placing wagers or non-wager submissions concerning an outcome of a simulation. The systems incorporate statistical data, event information, and user modifications to create the simulation.
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Citations
60 Claims
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1-20. -20. (canceled)
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21. A computer program product comprising a non-transitory computer-readable medium having computer-executable code encoded therein, the computer-executable code adapted to be executed to implement a method for simulating user interaction in a virtual representation of a live event, the method comprising:
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a) processing a simulation system, wherein the simulation system comprises; i) an event module; ii) an input module; iii) a simulation module; and iv) a prediction module; b) generating, by the event module, the virtual representation in the simulation system, wherein the virtual representation comprises a participant that corresponds to a participant in the live event; c) receiving, by the input module, an input from a user, wherein the input from the user is a modification of a state of the participant in the virtual representation, wherein the state differs from the state that the participant participated in the live event; d) incorporating, by the simulation module, the input from the user into the virtual representation to generate a simulated outcome; and e) receiving, by the prediction module, a prediction from a player concerning the simulated outcome. - View Dependent Claims (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 for electronically simulating a virtual representation of a live event, the method comprising:
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a) generating the virtual representation in a computer system, wherein the virtual representation comprises a participant that corresponds to a participant in the live event; b) receiving an input from a user, wherein the input from the user is a modification of a state of the participant in the virtual representation, wherein the state differs from the state that the participant participated in the live event; c) incorporating the input from the user into the virtual representation to generate a simulated outcome; and d) receiving a prediction from a player concerning the simulated outcome. - View Dependent Claims (42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60)
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Specification