System and method for enabling online gameplay

The gameplay system allows users to dynamically influence scores during sporting events through modifying actions, enhancing engagement and competition depth in fantasy sports by enabling real-time score adjustments.

WO2025160633A1PCT designated stage Publication Date: 2025-08-07GROUP 1 SPORTS PTY LTD
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Patent Information

Application Number
PCT/AU2025/050076
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-02
Filing Date
2025-02-03
Publication Date
2025-08-07

AI Technical Summary

Technical Problem

Existing fantasy sports competitions lack dynamic scoring mechanisms that allow users to influence their scores during ongoing sporting events, limiting engagement and strategic depth.

Method used

A gameplay system enabling users to activate modifying actions during sporting events, with scoring adjusted based on activation time and player statistics within a modification window, allowing real-time score calculation and differentiation.

Benefits of technology

Enhances user engagement and strategic depth by allowing users to dynamically influence their scores through modifying actions, reducing the likelihood of tied results and increasing competition variability.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A gameplay server in data communication with a live-data server and one or more client devices, configured to: implement online gameplay of an online competition associated with a plurality of users comprising one or more sub-competitions, and configured to: enable users to activate one or more modifying actions in respect of a user selected player for the sub- competition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; for each user, determine a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicate a determined user score for a user to at least a client device associated with the user for presentation on said client device.
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Description

SYSTEM AND METHOD FOR ENABLING ONLINE GAMEPLAYField of the Invention

[0001] The invention generally relates to a gameplay system for providing online gameplay, in particular, allowing users to compete in online game competitions. For example, the online gameplay relates to fantasy sports competitions in which users compete with one another based on the performance of players (i.e., sports players such as professional athletes) in respective sporting events. The online gameplay presented herein may allow users to influence the scoring of selected players in the online game competition by activating one or more modifying actions commensurate with the selected players participation in their respective sporting event.Background to the Invention

[0002] Both amateur and professional sporting events play an important part of our culture, both as participant and spectator (live or via media) activities. Many games have been developed to predict the outcome of these events, either as gambling games or for amusement or non-financial competition. This ranges from simply placing a bet on a single outcome, to betting on multiple outcomes to complex fantasy sports type games. All of these games aim to increase fans engagement of any sporting event.

[0003] Fantasy sports, in particular online fantasy sports, allow participants (“users”) to select sports players (“players”), often associated with a particular sport league, to create a “virtual” team to compete against other users. Relevantly, it is the performance of a user’s selected players which determines the outcome of particular competitions. There are many known models of fantasy sports and myriad online product offerings. Fantasy sports products can be season-long undertakings (that is, commensurate with a number of rounds of sporting events associated with a particular sporting league, such as all or most of the “regular season” of a sporting league) or per-round undertakings (e.g., sometimes known as “daily fantasy sports”).

[0004] Digital video games have also become an important part of our culture, with billions of people playing games every day. A video game is a form of interactive electronic entertainment that typically involves a participant engaging with a computer-generated virtual world or scenario (a Game Board). Participants interact with this Game Board through various input devices, such as phone touch screens, controllers, keyboards, or motion-sensing devices, to control characters or objects and achieve specific objectives or goals within the game's rulesand framework. Video games can encompass a wide range of genres, including action, adventure, simulation, strategy, sports, and more, offering players diverse experiences that may include problem-solving, exploration, competition, storytelling, or simply leisure and entertainment. Game play is “active”, in that Game Participants make decisions and take actions via input devices throughout the game to maximise performance.

[0005] Played in video game environments, eSports competitions have developed all over the world, where individuals or teams compete against each other in competition. Millions of people participate in these games. In addition, there are now multiple professional leagues for eSports, where participants play for large prizes. Spectators watch these games via various media or live in venues.Summary

[0006] According to at least one embodiment herein described, there is provided a gameplay system for providing online gameplay, comprising: a gameplay server in data communication with a live-data server and one or more client devices, wherein the live-data server is configured to communicate updated player statistics representing the performance of one or more players participating in one or more sporting events, and wherein the one or more client devices are configured to enable respective users to interact with the gameplay server, wherein the gameplay server is configured to: implement online gameplay of an online competition associated with a plurality of users comprising one or more sub-competitions, wherein the plurality of users are enabled to interact with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; for a particular sub-competition: enable users to activate one or more modifying actions in respect of a user selected player for the subcompetition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; for each user, determine a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicatea determined user score for a user to at least a client device associated with the user for presentation on said client device.

[0007] Optionally, the gameplay server is further configured to: for a particular subcompetition: determine a final user score for each user in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on the time at which one or more modifying actions are activated by the user, wherein the final user score is determined after completion of the, or each, sporting event associated with the players selected by each of the users; and determine a sub-competition result by comparing each final user score to at least one other final user score and communicate the sub-competition result to at least one client device of at least one participating user.

[0008] Optionally, the gameplay server is further configured to: for a particular subcompetition: determine a live user score for at least one user in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on the time at which one or more modifying actions are activated by the user, wherein the live user score is determined before completion of the, or each, sporting event associated with the players selected by the at least one user; and communicate at least one live score of at least one user to at least one client device of the at least one user.

[0009] Optionally, at least one modifying action is associated with a modification window, such that when a particular one of the at least one modifying action is activated by a user, the associated modification window is determined as beginning at the activation time determined for the particular activated modifying action. At least one modification window may be a timebased modification window ending a predefined period of time after the activation time. The predefined period of time may be a real-time period or wherein the predefined period of time is a game clock time period. At least one modification window may be a non-time based modification window ending after a predefined number of predetermined in-game events have occurred.

[0010] Optionally, the gameplay server is configured to timestamp received updated player statistics to thereby enable subsequent determination of a time at which particular player statistics were generated by an associated player performing in a sporting event.

[0011] Optionally, the gameplay server is configured to enable, for each sub-competition, an administrator user to configure the one or more modifying actions available for activation by the users associated with the sub-competition.

[0012] In an embodiment, for the or each sub-competition, each player available for selection by a user can be selected by at most one user. In another embodiment, for the or each subcompetition, each player available for selection by a user can be selected by at most a predefined number of users, wherein the predefined number is 2 or more.

[0013] Optionally, for the or each sub-competition, each player available for selection by a user can be selected by any number of the users.

[0014] The system optionally comprises at least one modifying action having the effect of modifying the contribution made to an associated user’s user score of the player statistics generated by a player selected when activating the modifying action. The contribution made to the associated user’s user score may comprise multiplying the contribution according to the base scoring rules. The modification of the contribution to the user score may be only applied to player statistics generated within a determined modification window.

[0015] Optionally, the system comprises at least one modifying action having the effect of changing a composition of a selecting user’s fantasy team by at least adding a player to the fantasy team, wherein the contribution to the user score by the added player only applies to player statistics generated by that player after the activation time of the modifying action. A player may be removed from a user’s fantasy team at the same time as the added player is added to the user’s fantasy team, and the contribution to the user score by the removed player may only apply to player statistics generated by that player before the activation time of the modifying action.

[0016] Optionally, the system comprises at least one modifying action having the effect of negating the effect on an activating user’s user score of one or more future player statistics specified by the particular modifying action, wherein the one or more future player statistics are generated after the associated activation time.

[0017] The system may comprise the live-data server and / or the one or more client devices.

[0018] According to at least one embodiment herein described, there is provided a gameplay server in data communication with a live-data server and one or more client devices, whereinthe live-data server is configured to communicate updated player statistics representing the performance of one or more players participating in one or more sporting events, and wherein the one or more client devices are configured to enable respective users to interact with the gameplay server, wherein the gameplay server is configured to: implement online gameplay of an online competition associated with a plurality of users comprising one or more subcompetitions, wherein the plurality of users are enabled to interact with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; for a particular sub-competition: enable users to activate one or more modifying actions in respect of a user selected player for the sub-competition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; for each user, determine a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicate a determined user score for a user to at least a client device associated with the user for presentation of said client device.

[0019] According to at least one embodiment herein described, there is provided a method for providing online gameplay comprising the steps of: implementing online gameplay of an online competition associated with a plurality of users comprising one or more subcompetitions, wherein the plurality of users are enabled to interact with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; enabling users to activate one or more modifying actions in respect of a user selected player for the subcompetition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; determining, for a selected user, a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions,wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicating the determined user score for the selected user to at least a client device associated with the user for presentation on said client device.

[0020] As used herein, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e., to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention.Brief Description of the Drawings

[0021] In order that the invention may be more clearly understood, embodiments will now be described, by way of example, with reference to the accompanying drawings, in which:Figure 1 shows a schematic representation of a gameplay system, according to an embodiment;Figure 2 shows a schematic representation of the gameplay server, according to an embodiment;Figures 3A and 3B show an example user interface enabling a user to activate a desired modifying action in respect of a particular player;Figure 4 shows an embodiment comprising a scoring module configured to receive player statistic data from a live-data server; andFigure 5 shows an embodiment comprising synchronisation module configured to receive player statistic data from a live-data server, the synchronisation module interfacing the with scoring module.Description of Embodiments

[0022] One or more embodiments described herein have been developed in view of a new form of online game gameplay.. In particular, the one or more embodiments comprises systems and related methods for enabling the new gameplay, in particular, via communications between various devices over the Internet. For ease of disclosure, reference is made herein to fantasy sports, in particular fantasy NFL football (herein, “fantasy football”), however such discussionis intended to be illustrative rather than limiting. For example, although specific fantasy game rules are mentioned throughout, these are intended to be exemplary.

[0023] The new gameplay allows for users (participants in the online games) to dynamically change the scoring of a selected player (for example, a player selected to a user’s “fantasy team”), such that a calculated user score for a particular user is dependent on one or more “modifying actions” activated by the user. Relevantly, modifying actions are activated during a sporting event featuring a player selected by the user for their fantasy team. For example, a user may be enabled to select a player to be a “hot player”, such that a selected hot player has a modified fantasy scoring for a predetermined period of time beginning when the user activates the hot player. As an illustrative example, the hot player may score double points in the online game for actions made in a real-world sporting event during the predetermined period of time.

[0024] Figure 1 shows a schematic representation of a gameplay system 10, according to an embodiment. The system 10 comprises a gameplay server 11 in data communication with one or more client devices 12 and a live data server 13. As shown, the data communication is via a network 15 that typically comprises the Internet, although can comprise one or more intranets which can optionally be in communication with the Internet.

[0025] The live data server 13 is representative of a source of player statistical data (“player statistics”) related to one or more sporting events, where the player statistics are suitable for determining a user score based on the players selected by the user according to the requirements of a particular fantasy competition. For example, the player statistics can comprise measures of respective player performances, in terms of the sport being played. The player statistics relevant to determining a user score generally vary depending on the particular sport being played. In addition, the particular player statistics relevant to determining a user score and the effect particular player statistics have on determining a user score can depend on the particular game rules associated with a particular fantasy competition. For example, in terms of fantasy football, the player statistics can include those having a positive effect on a user score such as: total number of touch downs scored by a player; total number of completed passes made by a player; total yards gained by a player; total number of field goals and conversion kicks made by a player; and defensive achievements by a defence (in fantasy football, usually an entire team defence is considered a single player). Also, for example, in terms of fantasy football, the player statistics can include those having a negative effect on a user score such as: total numberof fumbles by a player; total number of interceptions thrown by a player; and total number of yards allowed by a defence.

[0026] The client devices 12a, 12b, 12c are arranged to execute a client device computer program configured to enable the client devices 12a, 12b, 12c to communicate with and thereby interact with the gameplay server 11. A client device 12a, 12b, 12c can be enabled to access a web resource via a web browser of the client device 12a, 12b, 12c corresponding to the client device computer program; that is, by accessing the web resource. The web browser of the client device 13 is configured to implement the client device functionality herein described. The web browser interacting with the web resource is referred to herein as a “web app”. A client device 12a, 12b, 12c can also be provided with a stored application configured to cause the client device 12a, 12b, 12c to implement the client device functionality herein described when the application is executed by the client device 12a, 12b, 12c. The application in this case may be referred to as an “app” and can be obtained by downloading the application from a third- party “app store”.

[0027] In an embodiment, the live data server 13 is operated by a third party. For example, a commercial provider of live sporting data. Examples include: Sportsradar, Statsperform, and Genius Sports.

[0028] Figure 2 shows a schematic representation of the gameplay server 11, according to an embodiment. The gameplay server 11, in a general sense, is a computer performing computing actions defined by a computer program. Therefore, the gameplay server 11 comprises a computer processor 20 interfaced with a memory 21. The memory 21 stores the computer program and the processor 20 executes the computer program by reading the computer program from the memory 21. The memory 21 also provides a working space for the processor 20 during execution of the computer program, for example, allowing the processor 20 to store temporary data generated in the course of computer program execution. The gameplay server 11 also comprises a network interface 22 configured for data communication with the network 15.

[0029] The processor 20 is schematically represented as a single unit in Figure 2. However, more generally, the processor 20 can comprise one or more central processing units each with one or more processing cores.

[0030] The memory 21 typically comprises a relatively high-speed primary storage memory directly accessible by the processor 20 and a relatively low-speed secondary storage memory not directly accessible by the processor 20 (e.g., the secondary storage memory can be accessible via input / output channels available to the processor 20). The memory 20 can comprise volatile memory (e.g., typically associated with the primary storage memory) and non-volatile memory. Typically, the computer program is loaded into the primary storage memory from the secondary storage memory before execution of the computer program by the processor 20.

[0031] In an implementation, the gameplay server 11 is implemented as a logical server in a distributed or cloud computing environment. That is, the gameplay server 11 is not associated with discrete hardware as such but is implemented alongside many other logical servers with hardware resources allocated on an as-needed basis. For example, the gameplay server 11 can be implemented in Amazon Web Services™ or similar.

[0032] The gameplay server 11 is configured to facilitate one or more fantasy competitions, each fantasy competition associated with a plurality of users participating in the fantasy competition. The gameplay server 11 implements a user account module 30, a competitions module 31, a scoring module 32, and, depending on the embodiment, a synchronisation module 33, depicted schematically in Figure 2. Generally, “modules” described herein are representative of functionality implemented by the gameplay server 11, however, are not intended to refer to any particular programming paradigm.

[0033] The user account module 30 maintains a user database. The user database stores unique user identifiers (UserIDs) in associated with user account data (here, “user data”). The user account module 30 provides functionality related to the user data, for example, providing the user data to other modules as required, the creation of new user accounts (e.g., where an account is represented by a unique UserID), deletion of user accounts, and general updating and maintenance of the user data.

[0034] The competitions module 31 is configured to manage one or more fantasy competitions. In a general sense, a particular fantasy competition is participated in by (i.e., “played by”) a plurality of users. A particular fantasy competition is typically associated with a particular sport or sport league, although in principle a particular fantasy competition can be associated with a plurality of sports or sport leagues. For ease of the present disclosure,reference is made to an associated “sport”. However, in practice, the “sport” is usually a single sports league, such as the National Football League™ (NFL), the National Basketball Association™ (NBA), and the Premier League, rather than a more general reference to a particular sport across all leagues. In addition, unless stated otherwise, the term “sport” should be understood to include combinations of two or more sports leagues as well as a single sports league.

[0035] The competitions module 31 can be configured to manage a plurality of fantasy competitions, where each fantasy competition is associated with a particular sport. Considering as an illustrative example, a particular fantasy competition has a plurality of participating users. Each user is associated with a user selected “fantasy team”, being a collection of players selected by that user from a pool of available players (as defined by the particular fantasy competition). A user score is generated based on the player statistics of players of the particular sport selected by the user. Often, the user’s fantasy team includes “active” players and “inactive” players, where the status “active” or “inactive” is chosen by the user. In these cases, the user score is generated according to the player statistics of the active players only. Selecting players and setting active and inactive statuses are key strategic choices made by users and represents a significant enjoyment factor of such fantasy competition.

[0036] Considering a particular fantasy competition, the competitions module 31 records the users participating in the fantasy competition (e.g., by recording the UserID of each participating user). In an embodiment, the competitions module 31 can be understood as providing similar functionality to known fantasy sports offerings, for example, by allowing users to create a fantasy team by selecting players available for selection in the associated sport, so for example, in fantasy NFL football, a user’s team comprises a selection of NFL players. In certain known fantasy competitions, a player can only be selected to one user’ s fantasy team at a time, but a player may change between fantasy teams over the course of the fantasy competition (e.g., through trades). Generally, the selection of players making up a particular user’s fantasy team changes during the lifetime of the fantasy competition. It should be noted that it is not uncommon for a single user to participate in multiple fantasy competitions and thereby be associated with multiple fantasy teams (typically, each with a different selection of players), in which case the competitions module 31 maintains a distinct record for each fantasy team associated with the same UserID.

[0037] Client devices 12 are configured to communicate with the gameplay server 11 to enable respective users to undertake competition actions in relation to the fantasy competition. In addition, the gameplay server 11 is configured to communicate with the client devices 12 to enable the display, on the respective client devices 12, of user related competition information, such as a representation of a user’s fantasy team (e.g., players currently selected by a user), changes that can be made by users (e.g., unselecting players, selecting new players, proposing trades with other users, etc.).

[0038] In an embodiment, a fantasy competition can span a plurality of sub-competitions, user scores calculated for each sub-competition. These sub-competitions are separated in time and generally are selected to reflect a natural demarcation of the associated sport. For example, in terms of Fantasy NF football, sub-competitions are associated with the weeks making up the NFL regular season (often indicated by the number of weeks since the relevant NFL regular season began, such as Week 1, Week 2, . . ., up to Week 18). Often, one user of the particular fantasy competition competes against one other user of the particular fantasy competition in relation to a particular sub-competition. For example, a first user may compete against a second user during Week 1 of the NFL and then against a different third user during Week 2 of the NFL.

[0039] In an embodiment, a fantasy competition is associated with a single sub-competition (i.e., there is only one instance in which user scores are calculated and compared to other user scores). An example of such are the product offerings referred to as “Daily Fantasy Sports” (DFS), where users effectively have the option of regularly entering a new fantasy competition during a particular sporting season every day or week (or other period), rather than taking part in a single fantasy competition over an entire sport season. In this embodiment, the subcompetition is effectively the fantasy competition (and vice versa).

[0040] In an embodiment, a particular sub-competition of a fantasy competition (relevantly, this can be applicable where the fantasy competition comprises a single sub-competition or several sub-competitions) can be associated with a single sporting event (“Single Game Event”). This model differs from existing DFS models which generally cover a plurality of sporting events, for example, every game of a particular week of the NFL regular season. Embodiments herein described provide a mechanism to enable competing users participating in a Single Game Event to differentiate their respective user scores on the basis of the userdecision as to when to activate available modifying actions, which have the effect of modifying the contribution made by the player statistics of the users’ selected and activated players.

[0041] Unless stated otherwise, embodiments described herein are taken to be applicable to any of these fantasy competition models.

[0042] Generally, in existing fantasy competitions, a user score is calculated for each user at the end of a sub-competition based on the “final” player statistics of each selected (and, when applicable, activated) player in that user’s fantasy team. Here, the final player statistics are understood as the player statistics as generated during a relevant period of time associated with a particular sub-competition (e.g., during the NFL games played during the relevant regular season week); that is, the final player statistics for the particular sub-competition cannot be changed through ongoing or future player performance in the relevant sport.

[0043] Relevantly, in existing fantasy competitions, once a user “sets” their line-up for a particular sub-competition, they have no further input to the final calculation of their player score for that sub-competition. For the purposes of determining a user score, a “set line-up” can correspond to the active player(s) as set by the user. The particular circumstance defining when a line-up has been “set” is dictated by the game rules of the particular fantasy competition. For example, there can be different circumstances for different selected players, depending on when the player’s game associated with the particular sub-competition begins — for example, the player is taken as “set” a predetermined time before their sporting event begins, and after being “set”, the player can no longer be activated or inactivated by the user. Relevantly, once a player is set, the user cannot change the effect of that player’s performance will have on the user score of the user for the particular sub-competition.

[0044] According to an embodiment, with reference to Figures 3A and 3B, users are enabled to activate a modifying action selected from one or more available modifying actions, via interacting with a user interface 16 of a respective client device 12. For example, a user can press a graphical modifier icon 17 represented on the display of a client device 12, where the modifier icon 17 represents the specific modifying action intended to be selected by the user.

[0045] In the specific example shown in Figures 3A and 3B, the user interface 16 displays a list of one or more modifier icons 17 (in the figure, the list includes first, second, and third modifier icons 17a, 17b, 17c), each associated with a particular modifying action. In one implementation, each modifier icon 17 is associated with a unique modifying action. In anotherimplementation, a particular modifying action can be associated with one or more modifier icons 17. Typically, the modifier icons 17 include a visual indication of its associated modifying action. It is plausible that a particular modifier icon 17 can be associated with a plurality of modifying actions.

[0046] The user interface 16 of the Figure 3A example also displays a list of one or more player icons 18 (in the figure, the list includes first, second, and third player icons 18a, 18b, 18c). Each player icon 18a-18c represents a user selected player, thereby providing a visual indication of the user’s set players for a particular sub-competition.

[0047] In an embodiment, the user is enabled to activate a particular modifying action in respect of a particular player by interacting with the respective modifier icon 17 and player icon 18. In one example, with reference to Figure 3B, the user interface 16 provides a “drag and drop” functionality allowing the user to select and drag a particular modifier icon 17a onto the desired player icon 18c. The client device 12 is thereby configured to identify that the user has activated the modifying action associated with the moved modifier icon 17a in respect of the player associated with the player icon 18c onto which the modifier icon 17a was placed. The drag and drop function can be implemented, for example, via a touchscreen interface or using a pointing device such as a computer mouse. Other approaches are also envisaged, for example, the user can be enabled to select both a particular player icon 18 and a particular modifier icon 17 using known techniques (e.g., pressing or clicking on the respective icons 17, 18).

[0048] For a particular user, a modifying action has the effect of changing the effect of one or more player statistics on the calculation of the user score for the user. In an embodiment, the modifying action is available for a player currently taking part in a relevant sporting event. Said another way, the time at which the modifying action is selected by a user is relevant to the effect the modifying action has on the calculation of the user score for that user.

[0049] In an embodiment, the modifying action is associated with a modification window, representing a rule specifying which specific player statistics are affected by the modifying action.

[0050] For example, the modification window can correspond to a period of time beginning when the modifying action is selected and ending a predefined time later. In another example, the modification window can correspond to a period of game clock time beginning with thegame clock time when the modifying action is selected and ending a predefined game clock time later. Here, “game clock time” refers to a time represented on a game clock associated with the sports event in which the associated player is taking part. A number of sports involve game clocks which stop and start during a particular game in dependence on both in-game factors (e.g., time outs, dead plays, etc.) and out-of-game factors (e.g., commercial breaks, quarter-time and half-time breaks, etc.). Therefore, for example, five game clock minutes can correspond to a significantly longer period of time than five “real world” minutes. These two examples (i.e., based on a period of time or a predefined game clock time later) are collectively referred to herein as “time-based modification windows”.

[0051] In yet another example, the modification window corresponds to a predefined number of in-game events that are not specifically related to the elapse of time, for example, the modification window could end when there is a change in possession between the two teams competing in the particular sporting event or when a team next scores points in the sporting event. As another example, the modification window could end when a certain action is performed by a player participating in the particular sporting event, for example, a touchdown is scored. Depending on the implementation, the modification window could end when the certain action is performed specifically by the player associated with the modifying action. Alternatively, the modification window could end when the certain action is performed by any participating player in the sporting event.

[0052] Generally, therefore, the modification window defines an ending to the modifying action. It is generally expected that the user interface of a user’s client device 12 will indicate not only the modifying action(s) available for selection, but also when the modifying action can be expected to end (e.g., how the modification window will be determined if the modifying action is selected).

[0053] The scoring module 32 is configured to enable calculation of user scores, where said calculation includes the effect of any modifying actions that may have been activated by the user. In the event that a user does not activate a modifying action during the relevant subcompetition, the calculation performed by the scoring module 32 produces, in effect, the same result as would be expected in prior art implementations (i.e., those that do not offer the functionality of allowing users to activate modifying actions).

[0054] Therefore, conceptually, the scoring module 32 utilises base scoring rules and modifier scoring rules. The base scoring rules, when applied to the relevant player statistics, produce an unmodified user score being equivalent to the final user score in the event that the user activates no modifying actions in respect of the relevant sub-competition. Therefore, base scoring rules are applied to the cumulative player statistics for each player, irrespective of when the underlying player actions occurred (e.g., it is not relevant when a player scored two touchdowns during an NFL game, only that the total number of touchdowns scored is two). On the other hand, the modifier scoring rules, when applied to the relevant player statistics, produce a modification to the unmodified user score based on any modification actions activated by the user in respect of the relevant sub-competition. Relevantly, the modification to the unmodified user score cannot be determined solely by the final player statistics for the particular sub-competition; the modification is also dependent on the timing of the activation of the modifying action and the player statistics generated by the relevant player(s) during the resulting modification window.

[0055] It should be noted that the present disclosure discusses applying both “base scoring rules” and “modifier scoring rules”, such that the modifier scoring rules modifies the normal incremental user score due to the base scoring rules. This is for conceptual ease of disclosure. In practice, there can be other techniques for the scoring module 32 to determine the modifier contribution to the user score due to an activated modifying action. For example, the “modifier scoring rules” can replace the “base scoring rules” in respect of relevant player statistics generated within the modification window.

[0056] The scoring module 32 can be configured to generate live scores and / or final scores. A final score represents the determination of a user score at the end of a particular subcompetition; typically, the final score is utilised in determining a sub-competition result (e.g., whether one user has won or lost against another user). A live score is calculated before the final score, typically while certain players associated with the fantasy competition (e.g., NFL players) are concurrently participating in a sporting event. Therefore, the live score is subject to change over time and such changes can be calculated from the live data being received from the live data server 13.

[0057] Referring to Figure 4, in an embodiment, the scoring module 32 is configured to continuously receive updated player statistic data from the live-data server 13. The updated player statistic data can be understood as defining updated player statistics for individualplayers, updated immediately or shortly after the individual players have performed sporting actions resulting in the updated player statistics. This can be provided in different forms. However, the scoring module 32 is enabled from the updated player statistic data to determine the relative timing of the generation of new player statistics by specific players. So, for example, when Player A catches a touchdown pass, the live-data server 13 shortly after communicates to the gameplay server 11 updated players statistic data from which the scoring module 32 can identify the occurrence of Player A catching the touchdown pass.

[0058] Regarding determining the relative timing of the generation of new player statistics, this typically depends on the particular modifying action(s) available for selection with respect to the particular fantasy competition and the particular associated modification window(s).

[0059] In an embodiment, the fantasy competition allows for selection of a modifying action with an associated modification window being a period of time beginning when the modifying action is activated and ending a predefined time later. Therefore, in this embodiment, received updated player statistics can be timestamped or, alternatively, the scoring module 32 can be configured to apply (or assume) a timestamp equal to the time at which the relevant updated player statistic was received. The latter may be suitable where the live-data server 13 can be relied upon to provide updated player statistics sufficiently soon after the relevant player generated the update to satisfy the expectations of users regarding synchronisation.

[0060] In an embodiment, the fantasy competition allows for selection of a modifying action with an associated modification window being a period of game clock time beginning at the game clock time when the modifying action is activated and ending a predefined game clock time later. In this case, updated player statistics received from the live-data server 13 should include both the new action and the game click time when the new action occurred. For example, an updated player statistic can be “Player A, touchdown, 5:36 first quarter”, with the value “5:36 first quarter” indicating the game clock time when Player A scored a touchdown.

[0061] In an embodiment, the fantasy competition allows for selection of a modifying action corresponding to the elapse of a predefined number of in-game events. In this embodiment, the scoring module 32 can be configured to monitor the received live data in order to determine the effective end of a modification window. For example, the live data can include not only updated player statistic data but also general game data, such as the number of plays that have occurred during a game, the timing of scoring events during a game, the ending of a period ofplay (such as a quarter or a half), etc. This general game data can be used to determine the ending of a modification window, for example, the modification window ending at the end of the current quarter or the modification window ending when a team next scores. Even if such general game data is not provided by the live-data server 13, in an embodiment, the scoring module 32 is configured to infer such general game data. For example, if the scoring module 32 receives updated player statistic data indicating that a player on either team of a particular sporting event has scored, it can be inferred that one of the teams has scored and that a related modification window (e.g., until next team scores) has concluded.

[0062] As shown in Figure 4, in this embodiment, the scoring module 32 is effectively in data communication with the live-data server 13 and one or more client devices 12. For ease of disclosure, it is assumed that there is a client device 12 for each user associated with a particular fantasy competition implemented by the gameplay server 11. The scoring module 32 receives updated player statistic data from the live-data server 13 and modifying action activations from the client devices 12.

[0063] In the present embodiment, the scoring module 32 receives the updated player statistics, applies base scoring rules and, when applicable, modifier scoring rules to the received updated player statistics, and thereby generates an “incremental” user score, being the result of the application of the base scoring rules and the modifier scoring rules solely to the updated player statistics. In an embodiment, the scoring module 32 can store in the memory 21 of the gameplay server 11 the incremental user scores, such that the final user score for a particular user for a particular sub-competition can be determined by summing the stored incremental user scores. Advantageously, this can allow for an analysis of the effect of the user’s activation of particular modifying action(s) at a later point in time. In an alternative embodiment, the scoring module 32 stores cumulative user scores in the memory 21, and each cumulative user score is adjusted in each instance of an incremental user score being calculated for the particular user and sub-competition. Advantageously, this reduces the amount of data required to be stored for each user in the memory 21.

[0064] Referring to Figure 5, in an embodiment, the gameplay server 11 comprises a synchronisation module 33, configured to receive the live data provided by the live-data server 13. The synchronisation module 33 stores the received live data in a format suitable for the scoring module 32 to determine user scores from the live data stored in the synchronisation module 33.

[0065] The synchronisation module 33 is also configured to receive indications of activation of modifying actions from the client devices 12 and to store activation records identifying the UserID of the user making the activation, the particular modifying action activated (may not be required in implementations only offering a single modifying action), a player to which the modifying action is applicable, and a time at which the modifying action was activated such that the modification window associated with the modifying action can be determined at a later point in time. Alternatively, the synchronisation module 33 can determine the modification window and stored this as part of the activation record.

[0066] In this embodiment, the scoring module 32 communicates with the synchronisation module 33 when determining user scores. Each updated player statistic defined in the received live data is therefore stored by the synchronisation module in a manner that enables the scoring module 32 to determine whether the updated player statistic is affected by a modifying action. Updated player statistics can therefore be stored with timestamp data and / or game clock data, depending on the modifying actions available for the particular embodiment.

[0067] The embodiment of Figure 5 may be advantageous as it effectively stores, in memory 21, the source data for determining user scores while retaining the ability to determine both base scores (i.e., independent of user activation of modifying actions) and modified scores due to the activation of particular modifying actions during player participation in sporting events.

[0068] In an embodiment, the scoring module 32 is provided immediate access to the stored records in the synchronisation module 33 to enable calculation of live scores (i.e., during a sporting event).

[0069] In an embodiment, a fantasy competition is implemented by the system 10 in which players can be selected to multiple user fantasy teams at the same time. In prior art fantasy competitions, a problem with allowing multiple users to select the same player can be that two user fantasy teams can be created with the all the same players, thereby eliminating the capacity for one user to be declared the winner in a matchup. However, as embodiments described herein allow users to make in-game changes by activating modifying actions, even in cases where the same player(s) are present on multiple user fantasy teams of a particular fantasy competition, the resulting user scores can vary due to the users making different decisions on when to activate available modifying action(s).

[0070] In one example, a fantasy competition allows users to compete in respect of a single sporting event comprising two sports teams. Therefore, when compared to a fantasy competition in respect of an entire sporting league (such as NFL fantasy football), there is a significantly reduced number of available players for respective users to set, which may be a disadvantage in respect of prior art fantasy competitions by reducing the overall number of unique combinations of selected players available to users when setting their fantasy teams. This reduction in available combinations can result in an increased chance of users having an equal final score, resulting in a draw (generally considered an unfavourable outcome). By providing a fantasy competition allowing multiple users to select the same player and to individually choose if and when to activate available modifying actions, this potential disadvantage is reduced or even eliminated, as users are effectively able to distinguish one another (via respective user scores) based on in-game selections of modifying actions as well as player selection. In fact, according to embodiments described herein, it may be possible to offer a fantasy competition in which all participating users have the same set players such that it is only the choice and timing of activation of modifying action(s) that will result in differences in final user scores for the participating players.

[0071] In addition, this example can be extended to allowing very large numbers of users to partake in a single fantasy competition, whether in respect of a single sporting event, an entire sporting league, etc. For example, rather than the examples discussed herein of a subcompetition being defined by users each competing against one other user, a fantasy competition can comprise one or more sub-competitions in which each is characterised by more than two users competing against one another. By allowing for users to choose the timing and selection of activation of modifying action(s), sufficient variability in resulting final user scores can be expected, thereby reducing the chances of tied results.

[0072] Regarding modifying actions, as explained above, in general these have the effect of changing the effect relevant player statistics have on a user’s user score in dependence on the timing of the generation of the player statistics and the particular player to which the modifying action is applied. The available modifying actions can depend upon the associated sport as well as those made available by a system administrator. For example, an organiser of a fantasy competition can be enabled to select at least one modifying action to make available to users participating in the fantasy competition from an available selection of one or more modifyingactions (which can be set by the system administrator responsible for operating the gameplay server 11). Possible score multipliers are described in the following examples.

[0073] In an embodiment, a user is provided with a limited selection of available modifying actions to activate. For example, said limitation may be in relation to a particular subcompetition or particular sporting event (e.g., such that the available modifying actions effectively “resets” between sub-competitions or sporting events). For example, with reference to Figure 3A, the selection of available modifying actions can correspond to the displayed modifier icons 17 (e.g., in the Figure 3 A example, at the beginning of a particular subcompetition or sporting event, the user has a selection of three modifying actions available to activate corresponding to modifier icons 17a-17c). In this embodiment, once a particular one of the selection of available modifying actions has been activated, it is no longer available for activation. This can be represented, for example, by the associated modifier icon 17a- 17c being no longer displayed on the user interface 16 or having a changed appearance (e.g., having a “greyed-ouf ’ appearance). In a variation, at least one modifying action can be selected more than once before it is no longer available. Also in a variation, a modifying action can become available again due to a particular circumstance (e.g., a change of half in the underlying sporting event); this can be represented by the corresponding modifier icon 17a- 17c becoming one again visible on the user interface 16 or reverting to an appearance indicating its availability for selection (e.g., by no longer being “greyed-ouf ’).

[0074] In an embodiment, the selection of available modifying actions is at least partially user dependent. For example, the particular modifier icons 17 presented on a first user’s client device 12 can be different to the particular modifier icons 17 presented on a second user’s client device 12. In an implementation, the selection of available modifying actions is determined according to a common selection of one or more modifying actions and a userspecific selection of one or more modifying actions. The common selection being available to all users associated with the particular sub-competition whereas the user-specific selection is specific to the particular user.

[0075] In an implementation, a user can “earn” one or more modifying actions, which form the user-specific selection. For example, this can be based on user performance in the particular sub-competition or in previous one or more sub-competitions. In one example, a user that scores a certain number of game points may be “rewarded” with additional one or more modifying actions. In another example, a user that is not scoring a certain number of pointsmay receive additional one or more modifying actions to enable the user to “catch up”. It is also envisaged that a user can be offered a chance to earn additional one or more modifying actions by undertaking a financial transaction (for example, implemented by a payment module (not shown) of the gameplay server 11), such as purchasing a “premium” membership or the like.

[0076] In an implementation, users are enabled to “customise” their available one or more modifying actions. For example, two or more “profiles” are made available to users, such that each user selects a particular profile according to their particular preferences. These profiles can comprise different one or more modifying actions representing different styles of user gameplay. The profiles can be designed to at least appear “balanced”, in the sense that although different one or more modifying actions are made available, on average, users can expect a similar overall result on their user scores if the underlying modifying actions are activated at optimal times and in relation to optimal player selection.Modifying Action Example 1: Temporary Score Multiplier

[0077] In an embodiment, a modifying action is made available to users enabling a user to activate a “score multiplier” effective in respect of a chosen player (that player having been set by the user). The score multiplier has the effect of modifying the user score calculation by increasing the calculation of the selected player’s contribution to the user score. A typical example is the score multiplier increasing the selected player’s contribution to the user score by a fixed multiple (e.g., double the score), however, more generally the increase can be calculated differently to a specific “multiplier”. Activating the score multiplier sets a modification window of a predefined time from the time the user makes the activation, such as 5 minutes or 5 game clock minutes. The base scoring rules and the modifier scoring rules are applied to player statistics associated with the selected player generated during the modification window, in this case, having the combined effect of doubling the incremental user score generated by the relevant player statistics. For example, a touchdown in fantasy NFL football may normally contribute 6-points to the user score of the user associated with a player. Therefore, if the selected player is Player A and that player scores a touchdown during the modification window, then this particular touchdown will contribute 12-points to the user score.Modifying Action Example 2: Untimed Modifying Action

[0078] In a variation to the embodiment of Example 1, a modifying action is made available to users enabling a user to activate a “score multiplier” effective in respect of a chosen player (that player having been set by the user) performing a specific action or combination of actions. In this variation, the modification window is defined by the specific action or combination of actions occurring, rather than the elapse of a predefined period of time. That is, the modification window ends when the specific action or combination of actions is performed by the player.

[0079] This variation may suit a specific action which naturally results in a variable contribution to the user score. For example, the action may correspond to a completed pass by an NFL quarterback in which the contribution to the user score is dependent on the distance of the completed pass. Therefore, the user is required to make a decision on whether they believe the next completed pass will be a long pass, scoring higher modifier points, such that activating the score multiplier has a greater overall effect on the user score. It should be noted that the performance of the action or combination of actions by the chosen player may not be the next action(s) performed by the player. For example, the “next” completed pass by a chosen quarterback could be several plays into the future.

[0080] This variation can be combined with that of Example 1. For example, the modifying action corresponds to a user activating a “score multiplier” effective in respect of a chosen player (that player having been set by the user) performing a specific action or combination of actions within a predefined period of time. The difference to Example 1 is that the score multiplier does not apply necessarily to all relevant actions within the predefined period of time.Modifying Action Example 3: Player Swap

[0081] In an embodiment, one or more modifying actions are selectable which have the effect of changing the set players in a user’s fantasy team. For example, a modifying action is presented as a “player swap” option selectable by a user via a user interface of an associated client device 12 in real time as the game is being played. Relevantly, the player swap modifying action has the effect of adding an inactive player to the user’ s set fantasy team while the inactive player is participating in a sporting event. Typically, the player swap modifying action also has the effect of removing an activated player from the user’s set fantasy team. The combination of adding an inactive player and removing an activated player can be understood as swappingthe previously inactive player for the previously active player. In certain implementations, that the gameplay server 11 only allows swaps of players performing in the same sporting event to ensure that the two players have the same amount of time left to generate player statistics.

[0082] Upon receiving a selection from a client device 12 activating a player swap modifying action, the synchronisation module 33 is configured to store an activation record associated with the user’s UserID, the activation record indicating the inactive player added to the user’s set fantasy team, the active player removed from the user’ s set fantasy team (where applicable), and the swap time defined by either (or both) the actual time or the relevant game clock time at which the player swap modifying action was selected by the user and / or when the player swap modifying action was received by the synchronisation module 33.

[0083] In determining a user score for a user’s fantasy team in which a player swap modifying action has been selected, the scoring module 32 is configured to determine a contribution to the user score based on player statistics generated by the originally active player (being the player removed by the player swap modifying action) up until the swap time (including the effects of any other modifying actions activated in respect of the originally active player up until the swap time) and a contribution to the user score based on player statistics generated by the originally inactive player from the swap time onwards (including the effects of any other modifying actions activated in respect of the originally inactive player from the swap time onwards). It may be that a particular player can be limited to being a part of a predefined number of player swap modifying actions per sub-competition (e.g., limited to one player swap modifying action per sub-competition). However, it is also envisaged that no limitation is made to the number of times a particular player is part of a player swap modifying action.Modifying Action Example 4: Block a Negative

[0084] In an embodiment, one or more modifying actions are selectable which have the effect of mitigating negative effects on a user score. A user can select a “block negative” modifying action by selecting an appropriate option on the user interface of their client device 12. In certain fantasy competitions, it is possible for an in-game event associated with a player to have a negative effect on calculating a user score — for the present purposes, such an in-game vent is referred to as a “negative play”. For example, in NFL fantasy football, if a quarterback throws an interception (i.e., a pass that is caught by a member of the opposing team), this typically has the effect of subtracting a predefined amount from the resulting user score. In acar racing example, a player (in this case a driver) being overtaken by another player (i.e., another driver) can have the effect of subtracting a predefined amount from the resulting user score.

[0085] A block negative modifying action typically is associated with a particular player and optionally a particular type of negative play (in the alternative, a block negative modifying action can in effect be associated with all possible negative plays). In an embodiment, at least one block negative modifying action is associated with a time-based modification window, such that only relevant negative plays occurring within the time-based modification window are affected by activation of the block negative modifying action. In an embodiment, at least one block negative modifying action is associated with a non-time based modification window, for example, wherein the modification window corresponds to the next instance of the associated negative play occurring.

[0086] In determining a user score for a user’s fantasy team in which a negative block modifying action has been selected, the scoring module 32 is configured to ignore the one or more specific player statistics (i.e., the particular negative plays) which occur within the modification window starting with activation of the associated negative block modifying action.

[0087] Embodiments herein described may advantageously offer users an ability to make personal decisions, without specific prompting, as to when to activate modifying actions such as to improve their overall performance in a fantasy competition. Although the performance of the respective one or more players participating in the various sporting event(s) are outside of the control of users, embodiments herein described may advantageously allow users to experience a sense of agency in that it is their decisions as to which modifying actions to activate and when to do so that will ultimately decide their user score. Users are therefore provided with a means to utilise their own understanding of the underlying sporting events and players to maximise their user scores and therefore performance in the relevant subcompetitions and competitions.

[0088] Further modifications can be made without departing from the spirit and scope of the specification.

[0089] It is to be understood that, if any prior art is referred to herein, such reference does not constitute an admission that the prior art forms a part of the common general knowledge in theart, in any country. In the claims which follow and in the preceding description of the invention, except where the context requires otherwise due to express language or necessary implication, the word “comprise” or variations such as “comprises” or “comprising” is used in an inclusive sense, i.e. to specify the presence of the stated features but not to preclude the presence or addition of further features in various embodiments of the invention.

Claims

Claims:

1. A gameplay system for providing online gameplay, comprising: a gameplay server in data communication with a live-data server and one or more client devices, wherein the live-data server is configured to communicate updated player statistics representing the performance of one or more players participating in one or more sporting events, and wherein the one or more client devices are configured to enable respective users to interact with the gameplay server, wherein the gameplay server is configured to: implement online gameplay of an online competition associated with a plurality of users comprising one or more sub-competitions, wherein the plurality of users are enabled to interact with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; for a particular sub-competition: enable users to activate one or more modifying actions in respect of a user selected player for the sub-competition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; for each user, determine a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicate a determined user score for a user to at least a client device associated with the user for presentation on said client device.

2. The system of claim 1, wherein the gameplay server is further configured to: for a particular sub-competition: determine a final user score for each user in accordance with base scoring rules applied to the received player statistics modified according to modifier scoringrules in dependence on the time at which one or more modifying actions are activated by the user, wherein the final user score is determined after completion of the, or each, sporting event associated with the players selected by each of the users; and determine a sub-competition result by comparing each final user score to at least one other final user score and communicate the sub-competition result to at least one client device of at least one participating user.

3. The system of claim 1 or claim 2, wherein the gameplay server is further configured to: for a particular sub-competition: determine a live user score for at least one user in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on the time at which one or more modifying actions are activated by the user, wherein the live user score is determined before completion of the, or each, sporting event associated with the players selected by the at least one user; and communicate at least one live score of at least one user to at least one client device of the at least one user.

4. The system as claimed in any one of claims 1 to 3, wherein at least one modifying action is associated with a modification window, such that when a particular one of the at least one modifying action is activated by a user, the associated modification window is determined as beginning at the activation time determined for the particular activated modifying action.

5. The system as claimed in claim 4, wherein at least one modification window is a time based modification window ending a predefined period of time after the activation time.

6. The system as claimed in claim 5, wherein the predefined period of time is a real-time period or wherein the predefined period of time is a game clock time period.

7. The system as claimed in any one of claims 4 to 6, wherein at least one modification window is a non-time based modification window ending after a predefined number of predetermined in-game events have occurred.

8. The system as claimed in any one of claims 1 to 7, wherein the gameplay server is configured to timestamp received updated player statistics to thereby enable subsequent determination of a time at which particular player statistics were generated by an associated player performing in a sporting event.

9. The system as claimed in any one of claims 1 to 8, wherein the gameplay server is configured to enable, for each sub-competition, an administrator user to configure the one or more modifying actions available for activation by the users associated with the subcompetition.

10. The system as claimed in any one of claims 1 to 9, wherein, for the or each subcompetition, each player available for selection by a user can be selected by at most one user.

11. The system as claimed in any one of claims 1 to 9, wherein, for the or each subcompetition, each player available for selection by a user can be selected by at most a predefined number of users, wherein the predefined number is 2 or more.

12. The system as claimed in any one of claims 1 to 9, wherein, for the or each subcompetition, each player available for selection by a user can be selected by any number of the users.

13. The system as claimed in any one of claims 1 to 12, comprising at least one modifying action having the effect of modifying the contribution made to an associated user’s user score of the player statistics generated by a player selected when activating the modifying action.

14. The system as claimed in claim 13, wherein the contribution made to the associated user’s user score comprise multiplying the contribution according to the base scoring rules.

15. The system as claimed in claim 13 or claim 14, wherein the modification of the contribution to the user score is only applied to player statistics generated within a determined modification window as according to any one of claims 4 to 7.

16. The system as claimed in any one of claims 1 to 15, comprising at least one modifying action having the effect of changing a composition of a selecting user’s fantasy team by at least adding a player to the fantasy team, wherein the contribution to the user score by the added player only applies to player statistics generated by that player after the activation time of the modifying action.

17. The system of claim 16, wherein a player is removed from a user’s fantasy team at the same time as the added player is added to the user’s fantasy team, wherein the contribution to the user score by the removed player only applies to player statistics generated by that player before the activation time of the modifying action.

18. The system as claimed in any one of claims 1 to 15, comprising at least one modifying action having the effect of negating the effect on an activating user’ s user score of one or more future player statistics specified by the particular modifying action, wherein the one or more future player statistics are generated after the associated activation time.

19. The system of any one of claims 1 to 18, comprising the live-data server and / or the one or more client devices.

20. A gameplay server in data communication with a live-data server and one or more client devices, wherein the live-data server is configured to communicate updated player statistics representing the performance of one or more players participating in one or more sporting events, and wherein the one or more client devices are configured to enable respective users to interact with the gameplay server, wherein the gameplay server is configured to: implement online gameplay of an online competition associated with a plurality of users comprising one or more sub-competitions, wherein the plurality of users are enabled tointeract with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; for a particular sub-competition: enable users to activate one or more modifying actions in respect of a user selected player for the sub-competition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; for each user, determine a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associated with the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicate a determined user score for a user to at least a client device associated with the user for presentation of said client device.

21. A method for providing online gameplay comprising the steps of: implementing online gameplay of an online competition associated with a plurality of users comprising one or more sub-competitions, wherein the plurality of users are enabled to interact with the gameplay server via data communication via respective client devices, wherein each user is enabled to set a fantasy team comprising one or more user selected players for each sub-competition; enabling users to activate one or more modifying actions in respect of a user selected player for the sub-competition, wherein the one or more modifying actions are each activatable while the associated user selected player is participating in an associated sporting event; determining, for a selected user, a user score in dependence on received player statistics for the one or more players selected by the user, wherein the user score is determined in accordance with base scoring rules applied to the received player statistics modified according to modifier scoring rules in dependence on an activation time associatedwith the one or more modifying actions, wherein the activation time for a particular modifying action defines a timing indicative of when the particular modifying action is determined to have been activated by the user; and communicating the determined user score for the selected user to at least a client device associated with the user for presentation on said client device.

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