Synchronized gaming and programming
First Claim
Patent Images
1. A method of equalizing effects of latency differences in a real time game of skill or chance or other entertainment programmed in a memory of a device comprising:
- a. receiving streaming content;
b. determining an amount of delay in the streaming content, wherein a server sends a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response to the game of skill or chance based on the streaming content.
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Accused Products
Abstract
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPad® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, a scavenger hunt or a treasure hunt.
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Citations
61 Claims
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1. A method of equalizing effects of latency differences in a real time game of skill or chance or other entertainment programmed in a memory of a device comprising:
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a. receiving streaming content; b. determining an amount of delay in the streaming content, wherein a server sends a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response to the game of skill or chance based on the streaming content. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A device for synchronizing a game or contest with streaming content comprising:
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a. a memory for storing an application, the application configured for; i. detecting streaming content with which to be synchronized; and ii. presenting the game or contest simultaneously with the streaming content by delaying presentation of game data based on a determined amount of delay in receiving the streaming content; and b. a processing component coupled to the memory, the processing component configured for processing the application. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21, 22, 23, 24)
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25. A method of playing a game, comprising:
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a. streaming video data and game data; and b. operating a cellular-based program to display the streamed video data and the game data, wherein the video data and the game data are synchronized based on a determined amount of delay. - View Dependent Claims (26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37)
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38. A method of synchronizing a game or contest with streaming content comprising:
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a. detecting streaming content with which to be synchronized; and b. presenting the game or contest simultaneously with the streaming content by delaying presentation of game data based on a determined amount of delay in receiving the streaming content. - View Dependent Claims (39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49)
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50. A system for synchronizing a game or contest with streaming content comprising:
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a. receiving streaming content with which to be synchronized; and b. combining game data of the game or contest simultaneously with the streaming content by delaying presentation of game data based on a determined amount of delay in receiving the streaming content. - View Dependent Claims (51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61)
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Specification