Multiple player real-time on-line sports competition system

a real-time online sports and competition system technology, applied in the field of multi-player real-time online sports competition system, can solve the problems of prohibitive cost of such a system to the typical on-line player, shell does not disclose the business method or system for qualifying for sanctioned game competitions, and shell does not disclose the application of multi-level marketing techniques for raising purses, etc., to achieve high level of skill and professionalism, increase the level of skill of players, and increase the requirements and criteria

Inactive Publication Date: 2006-02-09
THAYER DIXON
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0019] In placing an emphasis on developing and increasing the level of skill of the players, the present invention will increase the requirements and the criteria to participate in on-line sports competitions to a professional level. Such an emphasis on high levels of skill and professionalism may further emphasize registration and unionization of players of on-line games. Further, as a result of the increased professionalism in on-line sports competitions, advancement to higher levels of skill may be made on an “invitation only” basis. Such advancement will designate a more limited set of participants in on-line competitions. In addition, increased professionalism in on-line competition would be a attract fans and observers who willing to pay to see players who have obtained such a high level of skill.
[0020] The present invention increases the tension due to the chance of elimination and the excitement due to increasing monetary rewards in on-line competitions to the level found in real-world competitive sports environments, for both the participants and observers. Players having similar levels of skill may compete head-to-head at the same level of competition which heightens the excitement of the event for both participants and observers.

Problems solved by technology

However, Shell does not disclose business method or system for qualifying for sanctioned game competitions.
In addition, Shell does not disclose the application of multi-level-marketing techniques for raising purses from licensing, training, selling and distributing hardware and / ors software in an on-line gaming system
However, neither Saidakovsky et al. nor Stephenson discloses an on-line competition with head-to-head competition between the players.
Though, through the use of an actual vehicle and dynamometer, Conroy discloses a very exciting and realistic competition environment, the cost of such a system to the typical on-line player would be prohibitive.
However, these background art methods for conducting on-line competitions often dilute the level of skill of the players involved and would reduce the attraction to participate in such competitions by both players and observers.
However, Walker et al. does not disclose a head-to-head competition that establishes a threshold for the skill level of the players that is determined in multiple competitive and training sessions that involve the actual players.
However, neither of the patents to Walker et al. or the patent to Berry et al. discussed above discloses providing real-time play and response to remotely located players.
Despite the benefits discussed above, participation in real world professional sports generally includes several drawbacks due to the expense, time and sometimes personal risk, that both participants and observers must invest to physically participate, or observe the competition.
Participants typically must also adhere to a set schedule during the competition, a potentially difficult proposition in today's busy world.
Retaining such people and coverage can add significant costs to competitions.

Method used

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  • Multiple player real-time on-line sports competition system

Examples

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Embodiment Construction

[0041]FIG. 1 shows a flow chart of the method for operating an on-line gaming system of the present invention 100. Step 102 of FIG. 1 is registering with the on-line gaming system with at least one of a competitor membership, recruiter membership and distributor membership. In step 103, the requirements of at least one type of membership at a predetermined level are agreed to by the member. Performing the requirements of the at least one type of membership occurs in step 104 of FIG. 1. Step 105 involves ranking the performance of the member against other members and a pre-established criteria with a same type of membership at the predetermined level. In step 106, the member is advanced to a next level of membership when the ranked performance exceeds a membership threshold.

[0042]FIG. 2A shows a flow chart of the method for holding a competitor membership in the on-line gaming system of the present invention 210. Step 211 of FIG. 2A is agreeing to a predetermined level of competitor...

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Abstract

A system for providing on-line sport competition in real-time. A server computer executes game playing software which is connected via a network to a plurality of player client computers. Hardware accessories at the player's locating permit the entry of real-time playing data such as driving conditions in a race game, which are used by the game playing software executed on the server. The game playing software determines at predetermined intervals the relative performance of players playing a game, based on competition skill, which forms the basis for determining winners, and participants in future competitions. The performance information is sent to the client computers of players engaged in the game. The overall rank of each player is calculated after each competition to group players having similar skill levels and serves as entry criteria in future competitions.

Description

FIELD OF THE INVENTION [0001] The present invention is generally related to Internet commerce business methods and on-line gaming systems. Specifically, the present invention is directed to operating a real-time, on-line sports competition with multiple remotely located players and monetary prizes, where the personal stamina, dexterity and skill of a player determine their performance in the competition. BACKGROUND OF THE INVENTION [0002] Background art Internet commerce business methods may use the monetary incentive of muli-level marketing to promote word-of-mouth marketing. Multi-level marketing is a method of sales promotion in which a commission is paid not only to the seller responsible for making the sale but also to several levels of sellers that were responsible for distributing knowledge of the product to the seller making the current sale. U.S. Pat. No. 6,691,093 (Shell) is an example of background art that uses multi-level marketing in a server system for vending electro...

Claims

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Application Information

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Patent Type & Authority Applications(United States)
IPC IPC(8): A63F9/24
CPCG07F17/32G07F17/3209G07F17/3276A63F13/00
Inventor THAYER, DIXON
Owner THAYER DIXON
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