Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
DC CAFCFirst Claim
Patent Images
1. A game server comprising:
- a. a memory for storing an application for conducting a game of skill or chance, the application configured for;
i. communicating with a plurality of Internet-connected devices grouped into a cohort; and
ii. sending a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response to a game of skill or chance or other entertainment; and
b. a processor for processing the application.
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1 Petition
Accused Products
Abstract
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
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Citations
81 Claims
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1. A game server comprising:
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a. a memory for storing an application for conducting a game of skill or chance, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into a cohort; and ii. sending a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response to a game of skill or chance or other entertainment; and b. a processor for processing the application. - 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, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67)
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68. A game server comprising:
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a. a memory for storing an application, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into a set of cohorts; and ii. sending a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response to a game of skill or chance or other entertainment, wherein at least one cohort of the set of cohorts receives a broadcast using a first medium, and at least one cohort of the set of cohorts receives the broadcast using a second medium; and b. a processor for processing the application. - View Dependent Claims (69, 70, 71, 72, 73, 74, 75, 76, 77)
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78. A game server comprising:
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a. a memory for storing an application, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into a set of cohorts; and ii. sending a lockout signal at an appropriate time based on an amount of delay determined to prevent users from submitting a response to a game of skill or chance or other entertainment, wherein at least one cohort of the set of cohorts is watching a first game, and at least one cohort of the set of cohorts is watching a second game; and b. a processor for processing the application.
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79. A game server comprising:
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a. a memory for storing an application, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into sets of cohorts; ii. sending a lockout signal at an appropriate time based on a measured amount of delay to prevent users in each of the separate cohorts from submitting a response after an outcome of future events in separate games of skill or chance or other entertainment are known to members of the cohorts; iii. equalizing the sets of cohorts comprising time stamping the amount of delay on the game lock out signal; iv. imposing the amount of delay on an entire game data stream; and v. sending game control data to each cohort of the set of cohorts at the same time relative to receipt of a broadcast, where client software delays presentation of game data based on a precise time of reception of the broadcast; and b. a processor for processing the application.
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80. A game server comprising:
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a. a memory for storing an application, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into a set of cohorts; and ii. sending a lockout signal at an appropriate time based on a measured amount of delay to prevent users from submitting a response after an outcome of a future event is known to a game of skill or chance or other entertainment, wherein at least one cohort of the set of cohorts is in a first time zone, and at least one cohort of the set of cohorts is in a second time zone; and b. a processor for processing the application.
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81. A game server comprising:
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a. a memory for storing an application, the application configured for; i. communicating with a plurality of Internet-connected devices grouped into a set of cohorts; and ii. sending a lockout signal at an appropriate time based on a measured amount of delay to prevent users from submitting a response after an outcome of a future event is known to a game of skill or chance or other entertainment, wherein at least one cohort of the set of cohorts receives a cable, satellite or over-the-air broadcast, and at least one cohort of the set of cohorts receives an online broadcast, wherein the outcome of the future event is based on at least one live event; and b. a processor for processing the application.
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Specification