Sports gaming system
The sports gaming system enhances user engagement by dynamically determining scores and offering real-time rewards for first or last scorers, addressing the challenge of low engagement in traditional systems.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-09-24
- Publication Date
- 2026-04-02
AI Technical Summary
Existing sports gaming systems face low user engagement during sport fixtures due to high difficulty in making correct predictions, especially in sports with highly variable scores, and lack dynamic calculations for timely rewards, leading to irrelevant user interaction during the game.
A sports gaming system that dynamically determines scores in real-time, allowing users to receive rewards for selecting first or last scorers, with features like roster suggestions and restrictions, and uses machine learning to enhance prediction accuracy.
Maintains user engagement throughout the sport fixture by providing dynamic rewards based on real-time statistics, increasing user interaction and maintaining relevance until the conclusion of the game.
Smart Images

Figure EP2025077353_02042026_PF_FP_ABST
Abstract
Description
SPORTS GAMING SYSTEMBACKGROUND
[0001] Online sports gaming systems may provide game play where users predictively select players or scores for a sport fixture and receive rewards for correct selections (e.g., fantasy basketball). However, user engagement with such sports gaming systems may be low where the selection is only relevant during short periods of the sport fixture or where the user perceives a high difficulty in making a correct selection. For example, in a sports gaming system where a user may receive a reward for predicting the correct final score of a sport fixture, the user engagement with the sports gaming system may be low during the beginning and middle portions of the sport fixture before the final score is determined. Additionally, where the user selects a final score determined to be wrong in the midst of the sport fixture (e.g., the user selects a low final score that has already been surpassed in the middle of the sport fixture), the user may no longer engage with the sports gaming system for the remaining duration of the sport fixture. Furthermore, in sports where the final scores may be highly variable, such as in basketball, the user may find it to be highly difficult to make a correct prediction. Therefore, there is a need for a sports gaming system that maintains user engagement throughout the sport fixture. Additionally, there is a need to better dynamic calculations and compute processing time for various sports gaming systems to provide better and faster outputs to a user.BRIEF SUMMARY
[0002] In one embodiment, a computer implemented method for sports gaming is disclosed. The method may include receiving, via a processor, a roster selection of at least one player for a game period, determining, via the processor, a first score in a sport fixture in the game period based on game data of the sport fixture, establishing, via the processor, a first scorer and last scorer based on the first score in the sport fixture, generating, via the processor, a roster selection evaluation based on the roster selection, first scorer, and last scorer, updating, via the processor, the last scorer based on an update to the game data of the sport fixture, generating, via the processor, an update to the roster selection evaluation based on the update to the last scorer, and outputting, via the processor, a reward indication to a user device based on the roster selection evaluation.14890-3575-0869\8
[0003] Optionally, in some embodiments, the roster selection includes generating a roster suggestion by applying a filter to a player base, wherein the filter is configured to identify a player with an increased probability to be a first scorer or last scorer for a sport fixture in the game period.
[0004] Optionally, in some embodiments, receiving the roster selection further includes transmitting the roster suggestion to the user device, generating a restriction on a player available for roster selection, transmitting the restriction to the user device, and receiving, from the user device, the roster selection.
[0005] Optionally, in some embodiments, the restriction on the player available for roster selection includes a restriction based on the number of times the player has been selected in a roster selection in previous game periods.
[0006] Optionally, in some embodiments, the restriction on the player available for roster selection includes a restriction based on the position of the player.
[0007] Optionally, in some embodiments, the roster selection includes a selection of seven players available for selection for the game period.
[0008] Optionally, in some embodiments, determining the first score in the sport fixture includes receiving real-time game data for the sport fixture, and determining the first score in the sport fixture and a player associated with the first score based on a game data indication of a first score event in the sport fixture, wherein the determination occurs within the duration of the sport fixture.
[0009] Optionally, in some embodiments, establishing the first scorer and last scorer based on the first score in the sport fixture includes assigning the player associated with the first score as the first scorer and last scorer.
[0010] Optionally, in some embodiments, generating a roster selection evaluation includes determining the number of players in the roster selection who are the first scorer or last scorer.
[0011] Optionally, in some embodiments, updating the last scorer based on the update to the game data of the sport fixture includes receiving a first update to the game data of the sport fixture within the duration of the sport fixture, evaluating the first update to determine the most recent score in the sport fixture and a player associated with the most recent score, updating the last scorer based on the most recent score and the player associated with the most recent score, receiving a second update to the game data of the sport fixture at the conclusion of the sport24890-3575-0869\8fixture, and evaluating the second update to finalize the first scorer and last scorer for the sport fixture.
[0012] Optionally, in some embodiments, evaluating the second update to finalize the first scorer and last scorer for the sport fixture includes evaluating the second update to determine the first score in the sport fixture and a player associated with the first score, evaluating the second update to determine the last score in the sport fixture and a player associated with the last score, and updating the first scorer to correspond to the player associated with the first score and the last scorer to correspond with the player associated with the last score.
[0013] Optionally, in some embodiments, outputting a reward indication includes generating a reward designation based on the number of players in the roster selection who are the first scorer or last scorer, securely transmitting the reward designation and user data associated with the roster selection to a reward system, and transmitting the reward indication associated with the reward designation to the user device.
[0014] In another embodiment, a sports gaming system is disclosed. The system may include a game server, a reward system, and a processor configured by instructions to perform operations including receiving a roster selection of at least one player for a game period, determining a first score in a sport fixture in the game period based on game data of the sport fixture, establishing a first scorer and last scorer based on the first score in the sport fixture, generating a roster selection evaluation based on the roster selection, first scorer, and last scorer, updating the last scorer based on an update to the game data of the sport fixture, generating an update to the roster selection evaluation based on the update to the last scorer, and outputting a reward indication to a user device based on the roster selection evaluation.
[0015] Optionally, in some embodiments, the processor is further configured by instructions to perform operations including receiving a first user credential associated with the sports gaming system and a user, authenticating the user based on the first user credential, retrieving a second user credential associated with the reward system and the user, and transmitting the second user credential to the reward system.
[0016] Optionally, in some embodiments, the processor is further configured by instructions to perform operations including receiving a request from a user to generate a user profile associated with the sports gaming system, generating the user profile associated with the user, generating a first user credential associated with the sports gaming system and the user profile,34890-3575-0869\8generating a second user credential associated with the reward system and the user profile, and transmitting the second user credential and the user profile to the reward system.
[0017] Optionally, in some embodiments, the processor is further configured by instructions to perform operations including receiving a request from a user to generate a first user profile associated with the sports gaming system, generating the first user profile associated with the user, generating a user credential associated with the sports gaming system and the first user profile, and transmitting, to the reward system, the user credential, the first user profile, and a request to generate a second user profile associated with the reward system.
[0018] In yet another embodiment, a computer implemented method for sports gaming is disclosed. The method may include receiving a roster selection of at least one player for a game period, retrieving, from a game server, real-time game data for a sport fixture in the game period, establishing a first scorer and last scorer based on a game data indication of a first score in the sport fixture, updating the last scorer based on a game data indication of a subsequent score in the sport fixture, finalizing the first scorer and last scorer at the conclusion of the sport fixture, and transmitting a reward indication to a user device based on the number of players in the roster selection who are the first scorer or last scorer.
[0019] Optionally, in some embodiments, receiving the roster selection includes generating a roster suggestion by applying a filter to a player base, wherein the filter is configured to identify a player with an increased probability to be a first scorer or last scorer for a sport fixture in the game period.
[0020] Optionally, in some embodiments, receiving the roster selection further includes transmitting the roster suggestion to the user device, generating a restriction on a player available for roster selection, transmitting the restriction to the user device, and receiving, from the user device, the roster selection.
[0021] Optionally, in some embodiments, finalizing the first scorer and last scorer at the conclusion of the sport fixture includes receiving an update to the game data at the conclusion of the sport fixture, evaluating the update to determine the first score in the sport fixture and a player associated with the first score, evaluating the update to determine the last score in the sport fixture and a player associated with the last score, and updating the first scorer to correspond to the player associated with the first score and the last scorer to correspond with the player associated with the last score.44890-3575-0869\8BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0022] FIG. 1 illustrates an example of a computer-implemented sports gaming system.
[0023] FIG. 2 illustrates an example diagram of a computer-implemented sports gaming system as described in FIG. 1.
[0024] FIG. 3 is a flow diagram for generating a roster selection with the sports gaming system of FIG. 1.
[0025] FIG. 4 is a flow diagram for evaluating a roster selection with the sports gaming system of FIG. 1.
[0026] FIG. 5 is a flow diagram for authenticating a user profile with the sports gaming system of FIG. 1.
[0027] FIG. 6 illustrates an example user interface of the sports gaming system of FIG. 1 for selecting a roster.
[0028] FIG. 7 illustrates an example user interface of the sports gaming system of FIG. 1 for selecting a roster.
[0029] FIG. 8 illustrates an example user interface of the sports gaming system of FIG. 1 for displaying a fixture.
[0030] FIG. 9 is a block diagram of an example computer system suitable for use in the sports gaming system of FIG. 1.DETAILED DESCRIPTION
[0031] Sports gaming systems and methods for sports gaming are disclosed herein. Gaming establishments, such as casinos, sports books, betting platforms, or other commercial gaming entities, may often provide a sports gaming platform where users compete against each other or the “house” and / or receive rewards based on making correct selections for a sport fixture or game period. As used herein, a sport fixture represents a sporting event or match, such as a basketball game, hockey match, football fixture, or the like. As used herein, a game period represents a segment or range of dates, during which, one or more sport fixtures may be played; a game period may or may not correspond to a calendar week. For example in baseball, a game period may represent the duration of a series, which refers to the multiple consecutive games played between two teams. In other examples, a game period may correspond with a calendar week, and the number of sport fixtures within the game period may be variable from week to week.54890-3575-0869\8
[0032] In some embodiments, a sports gaming system disclosed helps to maintain user engagement throughout sport fixtures and game periods. The sports gaming system generates a sport gaming experience that can dynamically determine scores within a live gaming event (e.g., sports fixture) and analyze against various user rosters or selections such that a user receives rewards (e.g., points, gifts, payouts, or the like) for correctly predicting and selecting sports players who produce the first score or the last score of a sport fixture. For example, the user may select a roster of a few football (e.g., soccer) players (e.g., two to ten and in many examples seven) and may receive a reward based on how many players within the user’s roster scored the first goal or the last goal in the players' respective football fixture during the game period. That is, the system may be able to quickly calculate “rewards” or wins based on the dynamic and real time sports statistics of an on-going sports fixture and compare against various game rules of the sport gaming experience or other features of the platform to generate user outputs regarding roster performance and rewards. In some instances, the system can also vary rewards based on prior performance. For example, a user’s reward may increase based on an increased number of correct selections, e.g., if two players score first goals during the game period in respective matches, the user reward may include two separate rewards or if one player on the roster scores a first goal in a first match and a second player scores the last goal in a second match, the user may be awarded two rewards. The rewards may also scale or vary based on the particular match, slot of the game period, or the like.
[0033] As the rewards can extend across a game period and be dynamically calculated by the system and have different opportunities for rewards, the sports gaming system maintains a high level of user engagement throughout the sport fixture and the game period. Specifically, in many instances there may not be “dead” periods during a sport fixture where a user selection of a player is irrelevant. Since the correct selection of a first scorer is material to the sports gaming experience, users are induced to engage with the sports gaming system from the very beginning of a sport fixture. Additionally, since the correct selection of a last scorer is also material to the sports gaming experience, users are induced to engage with the sports gaming system throughout the sport fixture until the conclusion of the sport fixture because each subsequent score may possibly be the last score of the sport fixture, and the last scorer is not determined until the sport fixture concludes. Thus, the sports gaming experience based on correct selection of first or last scorers in a sport fixture induces increased user engagement by maintaining relevance throughout the sport fixture. A user selection is important from the64890-3575-0869\8beginning of the fixture and never becomes irrelevant or incorrect until the conclusion of the sport fixture. The system itself is configured to maintain a running history of the user’s roster performance via live statistics and data and update results and outputs to the user device in light of the same. The system may include specialized notifications or user interfaces based on different stages of the game period and / or roster performance. The generation of these different notifications or user interfaces can further help to increase engagement over the game period.
[0034] Furthermore, the sports gaming system can be configured to make performance predictions based on roster statistics, game statistics, and prediction algorithms or machine learned models. The performance predictions may be used to generate roster suggestions or modifications to modify a user’s roster selection, e.g., to increase a rewards probability for a particular roster or user. For example, the system may analyze a player’s statistics throughout a season, with respect to a particular opponent, and other relevant performance statistics or data in light of prediction algorithms to predict the likelihood of a particular player being the first or last scorer in a match over the game period. In some instances, after a large enough data set has been collected based on real time performance, a machine learned algorithm can be trained to make the predictions and provide confidence weighted outputs to a user device. In this manner, the sports gaming system may recommend selection of players who are likely to be the first or last scorer in a game period to increase the win rate of users making sufficient correct selections to receive a reward. The increased win rate may further produce user engagement with the sports gaming system.
[0035] Turning now to the figures, FIG. 1 illustrates an example system 100. The system 100 provides a sports gaming experience function (e.g., software program) to a user 128 via a user device 106. The sports gaming experience includes game play where the user may select a roster of players and receive a reward if any players in the roster selection scores the first or last goal of their respective sport fixture. The system 100 includes a user device 106, a game server 108, and a reward system 110 in communication with a sports gaming system 102 either directly or via a network 104. In some embodiments, the sports gaming system 102 includes a memory 116 and a processor 114. The memory 116 may include or access various types of data or instructions used by the sports gaming system 102. Such data and instructions may include user data 118, player data 120, game data 122, reward data 126, and sports gaming instructions 124 in various examples. Such data and instructions may be stored on and / or executed by a computing device as described with respect to FIG. 9.74890-3575-0869\8
[0036] The sports gaming system 102 is accessible by a user 128 through a user interface 112 provided by the user device 106, e.g., through a software application. In some embodiments the sports gaming system 102 may be in communication with one or more user devices 106, one or game servers 108, and one or more reward system 110. In some embodiments, the sports gaming system 102, the game server 108, and / or the reward system 110 may be incorporated into the user device 106 as an application rather than a separate system.
[0037] In some embodiments, a user 128 may engage with the system 100 through a user device 106. In some examples, the user 128 may be a participant or potential participant of the game play engaging with the system 100 to receive and interact with a sports gaming experience generated by the sports gaming system 102.
[0038] In some embodiments, the sports gaming system 102 includes user data 118 stored e.g., on the memory 116. The user data 118 may store data of the user 128 relevant to the sports gaming experience. For example, user data 118 may include one or more of user profile information, roster data, game play data, and performance data. User profile information may include descriptive data of the user 128, such as the user’s 128 name, address, or contact information. User profile information may also include secure authentication data associated with the user 128, which may be used by the sports gaming system 102 to authenticate account login of the user 128 (e.g., username, password, etc.). Roster data may include data regarding the user’s 128 roster selection of players in the sports gaming experience. For example, roster data may include information on which players the user 128 selected for a roster and the game period associated with the roster selection. Game play data may include the user’s 128 previous roster selections, assessed correct selections, conferred rewards, and the like. Performance data may include data regarding the performance of the user’s 128 roster selection from the current game period and / or from prior game periods. For example, the performance data may include the correct selections of the user’s 128 roster selection.
[0039] The sports gaming system 102 may receive the user data 118 from the user device 106, reward system 110, or other data store (e.g., via the network 104) and store the user data 118 in memory 116. For example, a user 128 may input user profile information via the user interface 112. The user device 106 may communicate the user profile information to the sports gaming system 102, which stores the user profile information in user data 118. In another example, the sports gaming system 102 may retrieve a user’s 128 conferred rewards from the reward system 110 and store the data in user data 118. The sports gaming system 102 may also generate the84890-3575-0869\8user data 118. For example, the sports gaming system 102 may assess correct selections in the roster selection of the user 128 according to sports gaming instructions 124 and store the assessed correct selections in user data 118. The sports gaming system 102 may also track the performance of the user’s 128 roster selection in light of game rules of the sports gaming experience and real-time statistics and store historical and real time information regarding the performance of the user’s 128 roster selection in user data 118.
[0040] In some embodiments, the sports gaming system 102 includes player data 120 stored e.g., on the memory 116. The player data 120 may store data of sports players relevant to the sports gaming experience. Player data 120 may include historical or real-time information used by the sports gaming system 102 to generate predictions on player performance in a sport fixture. For example, player data 120 may include the goals per game scored by a player, the minutes per game played by the player, historical performance of the player against the player’s opponent in the sport fixture, the player’s current performance in the sport fixture, and the like. Player data 120 may also include real-time information from a game period that can be used to calculate correct selections of a roster selection based on the game rules of the sports gaming experience. For example, player data 120 may include player statistics from a sport fixture, whether the player was a first scorer or last scorer in a game period, and other general player information.
[0041] The sports gaming system 102 may receive player data 120 from the game server 108 (e.g., via the network 104) and store the player data 120 in memory 116. For example, the sports gaming system 102 may retrieve the player data 120 of all players currently playing in an ongoing sport fixture from the game server 108 (e.g., via network 104) and store the data in player data 120.
[0042] In some embodiments, the sports gaming system 102 includes game data 122 stored e.g., on the memory 116. The game data 122 may store data of sport fixtures relevant to the sports gaming experience. For example, the game data 122 may include logistic data of the sport fixture, score data of the sport fixture, and the like. For example, logistic data may include the time and date of the sport fixture and the teams playing in the sport fixture. Score data may include data on each score in the sport fixture, such as the time of each score and the player who scored. In some examples, score data may include live score data associated with an ongoing sport fixture.94890-3575-0869\8
[0043] The sports gaming system 102 may receive game data 122 from the game server 108 (e.g., via the network 104) and store the game data 122 in memory 116. For example, the sports gaming system 102 may retrieve the final scores of all sport fixtures in a game period from the game server 108 (e.g., via network 104) and store the final scores in game data 122. In some examples, the sports gaming system 102 may communicate with the game server 108 periodically or in real time to retrieve live updates of a sport fixture. For example, the sports gaming system 102 may communicate with the game server 108 once per minute to retrieve score updates in an ongoing sport fixture.
[0044] In some embodiments, the sports gaming system 102 includes sports gaming instructions 124 stored e.g., on the memory 116. The sports gaming instructions 124 may, when executed by the processor 114, generate a sports gaming experience (e.g., as according to method 300, method 400, and / or method 500) and present the sports gaming experience to the user device 106. The sports gaming instructions 124 may include instructions to generate a roster suggestion, evaluate a roster selection, and generate a reward (e.g., game rules of the sports gaming experience that designate a win or loss based on the performance of players in the roster selection). The sports gaming instructions 124 may also include instructions to authenticate a user 128 or co-authenticate a user 128 with the reward system 110.
[0045] In some embodiments, the sports gaming system 102 includes reward data 126 stored e.g., on the memory 116. The reward data 126 may store reward information generated by the sports gaming system 102 according to the sports gaming instructions 124. The reward data 126 may be associated with a user 128 and may be generated based on the user data 118, player data 120, and game data 122. For example, reward data 126 may include a prize amount awarded to a user 128 for a number of correct selections in the user’s 128 roster selection for a game period; the reward may scale with an increased number of correct selections.
[0046] The reward data 126 may also include an indication of whether the user 128 has collected or accessed the reward from the reward system 110. In such examples, the sports gaming system 102 may communicate with the reward system 110 to transmit reward data 126 to the reward system 110 and retrieve, from the reward system 110, data regarding reward collection.
[0047] While the data and instructions, such as the user data 118, player data 120, game data 122, sports gaming instructions 124, and reward data 126 are shown in FIG. 1 as being stored in the memory 116, in some examples, the data and instructions may be stored at other memory104890-3575-0869\8resources of the sports gaming system 102 and / or at locations remote from the sports gaming system 102, such as various databases or data stores (e.g., the game server 108). In such examples, the memory 116 of the sports gaming system 102 may include instructions for accessing such data and instructions from remote locations, including, for example, the locations of the data and / or specific queries used to retrieve data for use by the sports gaming system 102. For example, where player data 120 or game data 122 are stored in the game server 108, memory 116 may include instructions for how to retrieve or access the data from the game server 108.
[0048] In some examples, a user 128 may access the user interface 112 to input user data 118. The user 128 may input a request to generate a sports gaming experience through the user interface 112. The user device 106 may communicate the request to the sports gaming system 102, e.g., through the network 104. The sports gaming system 102 may generate a sports gaming experience and communicate the sports gaming experience to the user device 106 to be displayed via user interface 112. The sports gaming system 102 may also update the sports gaming experience based on game play received from the user device 106 and game data 122. Examples of this are discussed in more detail with respect to FIG. 3, FIG. 4, and FIG. 5.
[0049] The sports gaming system 102 may be implemented by or at a computing device or combinations of computing resources in various embodiments. In various examples, the sports gaming system 102 may be implemented by one or more servers, cloud computing resources, and / or other computing devices. The sports gaming system 102 may, for example, be incorporated as a module within a mobile application, software application, or a website presented through a web browser (e.g., at a laptop or desktop computer), and the like.
[0050] In some examples, the user device 106 may be a device utilized by a user 128, such as a participant engaging in the game play presented by the sports gaming experience or other person interacting with the sports gaming system 102. The user device 106 may communicate with the sports gaming system 102 through the network 104. The user device 106 and network 104 are discussed in more detail with respect to FIG. 9. In some examples, the sports gaming system 102 is executed on the user device 106. In such examples, communication between the sports gaming system 102 and the user device 106 may not be via network 104.
[0051] In some embodiments, the sports gaming system 102 may be in communication with a game server 108. The game server 108 may include memory storage (e.g., in a data store or server) for storing player data 120, game data 122, and other such data. For example, game114890-3575-0869\8server 108 may be a server hosting data of sport fixtures, including historical data of previous sport fixtures, live data of ongoing sport fixtures, and data of the players and scores of such sport fixtures. The game server 108 may be implemented as one storage device (e.g., physical device) or distributed across various storage devices.
[0052] In some embodiments, the sports gaming system 102 may be in communication with a reward system 110. The sports gaming system 102 may communicate with the reward system 110 to transmit reward data 126 to the reward system 110, including, for example, a reward designation awarded to a user 128 and the user authentication information associated with the user 128. The reward system 110 may communicate with the user device 106 (e.g., via network 104) to allow the user 128 to collect or access a reward from the reward system 110. In some examples, the reward system 110 and sports gaming system 102 share user authentication information associated with a user 128, such that creating a secure user account with the reward system 110 will automatically create a corresponding secure user account with the sports gaming system 102 and vice versa. In such examples, a user’s 128 user authentication information (e.g., username and password) that can be used to authenticate the user 128 with the reward system 110 can also be used to authenticate the user with the sports gaming system 102.
[0053] The components of FIG. 1 are exemplary only. In various examples, the sports gaming system 102 may communicate with and / or include additional components and / or functionality not shown in FIG. 1. Although not shown in FIG. 1, the sports gaming system 102 may also be in communication with other systems or components. For example, the sports gaming system 102 may communicate with other gaming systems or platforms. FIG. 2 illustrates an example diagram of the system 100 as described with respect to FIG. 1.
[0054] FIG. 3 illustrates an example method 300 for generating a roster suggestion and receiving a roster selection for a sports gaming experience, with the sports gaming system 102. Method 300 generates a roster suggestion based on user data 118, player data 120, and game data 122. The roster suggestion includes a suggestion for a selection of a player with increased likelihood of being a first scorer or last scorer in the applicable game period. The method 300 then transmits the roster suggestion to a user 128 and receives a roster selection from the user 128 based on the roster suggestion. Certain operations of the method 300 are executed or depicted in examples of a user interface 112. Where appropriate, reference is made to the relevant figures. Although the example method 300 depicts a particular sequence of operations,124890-3575-0869\8the sequence may be altered without departing from the scope of the present disclosure. For example, some of the operations depicted may be performed in parallel or in a different sequence that does not materially affect the function of the routine. In other examples, different components of an example device or system that implements the routine may perform functions at substantially the same time or in a specific sequence.
[0055] According to some examples, the method 300 includes receiving a request to generate a roster suggestion at operation 302. At 302, the sports gaming system 102 receives a request to generate a roster suggestion for the user 128 for a game period from a user device 106 (e.g., via the network 104). For example, the user 128 may engage with the sports gaming system 102 by interacting with a user interface 112 of the user device 106 to request the generation of a roster suggestion of players to select for the user’s 128 roster for the upcoming game period. For example, the user 128 may interact with the input button 606 of the user interface 112 portrayed in FIG. 6 to request the generation of a roster suggestion.
[0056] According to some examples, the method 300 includes receiving player data 120 at operation 304. At operation 304, the sports gaming system 102 receives player data 120 of a player who is available for selection in the game period from the game server 108 (e.g., via the network 104). The player data 120 may include the team of the player, position of the player, injury status of the player, player statistics of the player , the occurrences of the player as a first scorer or last scorer in previous sport fixtures, and the like, e.g., as described with respect to FIG. 1. For example, the player data 120 may include the average minutes played per sport fixture, the average goals scored per sport fixture, etc. The sports gaming system 102 may store the player data 120 in memory 116.
[0057] According to some examples, the method 300 includes receiving game data 122 at operation 306. At operation 306, the sports gaming system 102 receives game data 122 of a sport fixture in the game period from the game server 108 (e.g., via the network 104). The game data 122 may include the teams and players of the sport fixture, date and time of the sport fixture, and the like, e.g., as described with respect to FIG. 1. For example, the game data 122 may include whether a player is expected to play in the sport fixture. The sports gaming system 102 may store the game data 122 in memory 116.
[0058] According to some examples, the method 300 includes generating a roster suggestion at operation 308. At operation 306, the sports gaming system 102 generates a roster suggestion based on user data 118, the player data 120 received at operation 302, and the game data 122134890-3575-0869\8received at operation 304 according to the sports gaming instructions 124. The sports gaming system 102 may make inferences based on the user data 118, player data 120, and game data 122 to generate a suggestion for a player to select for a sports gaming experience roster where the suggested player for selection has an increased chance to be a first scorer or last scorer in the game period when compared to a random player suggestion. For example, where the sports gaming experience includes a rule limiting the number of times the user 128 may select the same player during a sport season, the sports gaming system 102 may not suggest a player where the user data 118 indicates that the user 128 has previously selected the player a number of times equal to or greater than the rule limit. In another example, the sports gaming system 102 may not suggest a player where the player data 120 indicates that the player is on the same team as another suggested player or where the game data 122 indicates that the player is playing in the same sport fixture as another suggested player. Since each sport fixture will only have one first scorer and one last scorer, in such examples, the sports gaming system 102 will avoid decreasing the opportunity for each suggested player to be a first scorer or last scorer. In another example, where the sports gaming system 102 receives multiple consecutive requests to generate a roster suggestion (e.g., as described with respect to operation 302), the sports gaming system 102 may not suggest a player that has been suggested in response to a previous request to generate a roster suggestion.
[0059] In some examples, the sports gaming system 102 may generate a roster suggestion based on a prediction of a player performance. In such examples, the sports gaming system 102 may generate a prediction on the performance of the player in the sport fixture. The sports gaming system 102 may generate the prediction using algorithms based on sport and player statistics or machine learning models trained on player data 120. The sports gaming system 102 may employ such algorithms or models to evaluate the player data 120 of the player and generate a prediction of the player for a sport fixture or game period. For example, the sports gaming system 102 may generate a prediction that a particular player has a high probability of scoring more than one goal in an upcoming sport fixture. The sports gaming system 102 may generate a roster suggestion based on the prediction. For example, the sports gaming system 102 may suggest rostering players who are likely to score the greatest number of goals during an upcoming game period.
[0060] According to some examples, the method 300 includes transmitting the roster selection at operation 310. At operation 310, the sports gaming system 102 transmits the roster selection144890-3575-0869\8generated at operation 308 to the user device 106 to be displayed on the user interface 112 to the user 128. For example, the sports gaming system 102 may transmit the roster suggestion to the mobile device of the user 128. As shown for example in the user interface view 602 of FIG. 6, a roster suggestion of seven players may be displayed as seven player names or player icons on the user interface 112.
[0061] According to some examples, the method 300 includes receiving a roster selection at operation 312. At operation 312, the sports gaming system 102 may receive a roster selection of a player from the user device 106. In some examples, the received roster selection may be related to the roster suggestion transmit to the user device at operation 310. For example, the user 128 may interact with the user interface 112 to make a roster selection of a player for the game period by accepting the roster suggestion in the entirety, rejecting the roster suggestion and manually selecting players for the roster, or accepting a portion of the roster suggestion and rejecting a portion of the roster suggestion. For example, the user interface 112 may be configured with an input button that allows the user 128 to adopt the whole roster suggestion generated by the sports gaming system 102 as the user’s 128 roster selection. The user interface 112 may also be configured with an input button that allows the user 128 to disregard one or more players suggested by the sports gaming system 102. Where the user 128 previously made a roster selection before requesting a roster suggestion from the sports gaming system 102 (e.g., via interacting the input button 606), selecting the user interface input to disregard the roster suggestion may revert the roster selection to the state prior to the request for the roster suggestion.
[0062] In some examples, the sports gaming system 102 may generate a restriction on players available for the roster selection of the user 128 based on the user data 118, game data 122, or player data 120. For example, the sports gaming system 102 may apply a game rule of the sports gaming experience that prohibits or restricts players from being selected more than a threshold number in previous game periods or cannot be selected multiple times in the same game period (e.g., the software may prevent users from adding the same player twice or three times to his or her roster). The sports gaming system 102 may also generate a restriction based on the position of players. For example, the restriction may require each roster to include four forward players and three defense players. If a user selects or attempts to select a player that violates the game rules (e.g., prior selections, wrong position, or the like), the software may generate a notification (e.g., selection not valid) or may prevent a user from selecting at all154890-3575-0869\8(e.g., greying out an icon for input or the like). More specifically, the sports gaming system 102 may transmit the roster selection restrictions to the user device 106, where the restrictions may be displayed on the user interface 112 (e.g., such as by making restricted players unable to be selected).
[0063] As portrayed in user interface view 602, user interface view 604, user interface view 702, and user interface view 704 of FIG. 6 and FIG. 7, the user interface 112 may be configured to display a roster suggestion and a receive roster selection. For example, user interface view 602 displays a roster suggestion as a group of player icons (e.g., that include a player’s name, team, picture, and / or other player information). For example, icon 608 portrays a roster suggestion for Player 5. The user 128 may confirm the roster suggestion as the user’s 128 roster selection (e.g., by interacting with confirm button 712). The user 128 may also reject the roster suggestion by interacting with the delete button 610 to remove the suggested Player 5 from the roster selection. The user may choose and select a player to add to the roster selection, such as by interacting with the add button 612. After completing the roster selection, the user may confirm the roster selection (e.g., by selecting confirm button 712). The user device 106 may transmit the user’s 128 roster selection to the sports gaming system 102 (e.g., via the network 104). The sports gaming system 102 may store the user’s 128 roster selection in memory 116 (e.g., in user data 118).
[0064] In some examples, the user interface 112 may be configured to receive a roster selection from the user 128 independent from a roster suggestion. For example, user interface view 704 displays a list of players available for selection by the user 128 for a game period. The user 128 may interact with a listed player (e.g., by selecting add button 706) to add the listed player to the user’s 128 roster selection. In other examples, the user interface 112 may be configured to provide a search function to the user 128. The user interface 112 may be configured to receive a search query from the user 128 (e.g., via a search bar) and display a player that satisfies the search query. The user interface may display additional information of the player, such as the player profile and player icon, and the user 128 may interact with a listed player (e.g., by selecting add button 706) to add the displayed player to the user’s 128 roster selection. User interface view 702 may display the user’s 128 current roster selection including player data 120 (e.g., as displayed with icon 714) such as the next fixture the player is projected to play in. After completing the roster selection, the user may confirm the roster selection (e.g., by selecting confirm button 712). The user device 106 may transmit the user’s164890-3575-0869\8128 roster selection to the sports gaming system 102 (e.g., via the network 104). The sports gaming system 102 may store the user’s 128 roster selection in memory 116 (e.g., in user data 118).
[0065] FIG. 4 illustrates an example method 400 for evaluating a roster selection for a sports gaming experience, with the sports gaming system 102. Method 400 evaluates a user’s 128 roster selection (e.g., as described with respect to method 300 of FIG. 3) to determine the number of players in the roster selection who are a first scorer or last scorer for a game period. Method 400 may confer a reward to the user based on roster selection evaluation. Certain operations of the method 400 are executed or depicted in examples of a user interface 112. Where appropriate, reference is made to the relevant figures. Although the example method 400 depicts a particular sequence of operations, the sequence may be altered without departing from the scope of the present disclosure. For example, some of the operations depicted may be performed in parallel or in a different sequence that does not materially affect the function of the routine. In other examples, different components of an example device or system that implements the routine may perform functions at substantially the same time or in a specific sequence.
[0066] According to some examples, the method 400 includes retrieving game data 122 at operation 402. At operation 402, the sports gaming system 102 retrieves game data 122 from the game server 108 (e.g., via the network 104). The game data 122 may correspond to a sport fixture in which a player of the user’s 128 roster selection participated in during the game period. The game data 122 may include score data and the status of the sport fixture. For example, the game data 122 may include each score of the sport fixture, the order or timing of each score, and which player scored each score, the start time of the sport fixture and whether the sport fixture is ongoing or concluded. In some examples, the sports gaming system 102 may retrieve the game data 122 periodically or in real-time. For example, where the sport fixture is ongoing, the sports gaming system 102 may retrieve game data 122 once per minute for the sport fixture, updating the score data once per minute. The sports gaming system 102 may store the game data 122 in memory 116.
[0067] According to some examples, the method 400 includes establishing a first scorer and a last scorer at operation 404. At operation 404, the sports gaming system 102 establishes a first scorer and a last scorer of the sport fixture based on the game data 122 of the sport fixture retrieved at operation 402. The sports gaming system 102 may designate the player who scored174890-3575-0869\8the first score of the sport fixture as the first scorer. The sports gaming system 102 may designate the player who scored the most recent score of the sport fixture as the last scorer. In some instances, the first scorer and last scorer may be the same player, for example where the same player scored the first score and the last score of the sport fixture or where there was only a single score in the sport fixture. In some instances, there may be neither a first scorer nor a last scorer for a sport fixture, for example where no scores occur during a sport fixture. Where a sport fixture is live or ongoing, when the sports gaming system 102 retrieves real-time game data 122 indicating that a first score has occurred in the sport fixture, the sports gaming system 102 may designate the player who scored the first score as both the first scorer and last scorer of the sport fixture until the sports gaming system 102 retrieves real-time game data 122 indicating a subsequent score in the sport fixture.
[0068] According to some examples, the method 400 includes updating the last scorer at operation 406. At operation 406, the sports gaming system 102 updates the last scorer of the sport fixture, which was established at operation 404 based on the game data 122 of the sport fixture retrieved at operation 402. The sports gaming system 102 compares the game data 122 with the roster selection stored in memory (e.g., in user data 118) according to the game rules to update the last scorer. During a live or ongoing sport fixture, the sports gaming system 102 may retrieve real-time game data 122, as described with respect to operation 402. Where the real-time game data 122 indicates that a subsequent score has occurred in the sport fixture, the sports gaming system 102 may update the last scorer to reflect the player who scored the subsequent score. The sport gaming system 102 may analyze game data 122, such as the time stamp of when a goal was scored to update the last scorer. For example, if the game data 122 indicates that Player A scored the first score in the sport fixture, the sports gaming system 102 would designate Player A as the first scorer and the last scorer of the sport fixture, as according to operation 404. Where the sports gaming system 102 retrieves real-time game data 122 indicating that Player B has scored a second score in the sport fixture, sports gaming system 102 may update the last scorer to be Player B. Where the sports gaming system 102 retrieves real-time game data 122 indicating that Player C has scored a third score in the sport fixture, sports gaming system 102 may further update the last scorer to be Player C, and so on. For an ongoing sport fixture, the sports gaming system 102 may continuously retrieve real-time game data 122 to update the last scorer until the sports gaming system 102 retrieves real-time game data 122 indicating that the sport fixture has concluded.184890-3575-0869\8
[0069] According to some examples, the method 400 includes reassessing the first scorer and last scorer at operation 408. At operation 408, the sports gaming system 102 reassesses the first scorer and lasts scorer of the sport fixture established at operation 404 and operation 406 after the conclusion of the sport fixture based on the game data 122. Where the sports gaming system 102 retrieves game data 122 indicating that a sport fixture has concluded, the sports gaming system 102 may retrieve game data 122 (e.g., as described with respect to operation 402) to reassess the first scorer and last scorer of the sport fixture to ensure that the first scorer represents the player who scored the first goal in the sport fixture and the last scorer represents the player who scored the last goal in the sport fixture. The sports gaming system 102 may analyze the game data 122 to determine the first scorer by determining the player that scored the earliest goal in the sport fixture; the sport gaming system 102 may analyze the game data 122 to determine the last scorer by determining the player that scored the latest goal in the sport fixture. The sports gaming system 102 may update or correct the first scorer or last scorer designation based on the reassessment.
[0070] According to some examples, the method 400 includes evaluating a roster selection at operation 410. At operation 410, the sports gaming system 102 evaluates the user’s 128 roster selection for a game period based on the first scorer and last scorer designation. The sports gaming system 102 may designate a player selected in the roster selection as a correct selection where the selected player was a first scorer or last scorer in a sport fixture within the game period. The sports gaming system 102 may designate a player selected in the roster selection as an incorrect selection where the selected player was neither a first scorer nor a last scorer in any sport fixture within the game period. For example, where the user’s 128 roster selection includes a selection of Player A for a game period, and Player A was a first scorer in a sport fixture during the game period, the sports gaming system 102 may designate the selection of Player A as a correct selection.
[0071] The sports gaming system 102 may transmit the roster selection evaluation, first scorer designation, last scorer designation, and game data 122 to the user device 106 (e.g., via the network 104) to be displayed to the user through the user interface 112. The game data 122 may include each score of a sport fixture, the player who scored each score, the timing of each score, time left in the sport fixture, videos or other multimedia content of the sport fixture, and the like. The sports gaming system 102 may transmit such data to the user device 106194890-3575-0869\8periodically or in real-time. The user interface 112 may correspondingly update the display to portray live updates for each displayed sport fixture.
[0072] For example, as portrayed in user interface view 802 and user interface view 804 of FIG. 8, the user interface 112 may be configured to display a list of all sport fixtures within the game period. The user interface 112 may be configured to display the teams playing in each sport fixture, such as portrayed with icon 806 and icon 808, which indicate the team name and icon of the teams in the sport fixture. For a sport fixture that has already concluded, the user interface 112 may be configured to display an indication that the sport fixture has concluded and the final score of the sport fixture, such as portrayed with UI element 810. For a sport fixture that is ongoing, the user interface 112 may be configured to display the current score and an indication of the game time in the sport fixture, such as portrayed with UI element 812. For a sport fixture that has not yet begun, the user interface 112 may be configured to display the date and time that the sport fixture is expected to begin, such as portrayed with UI element 814. The user interface 112 may also be configured to display an indication of the applicable game period of the sport fixtures listed on the user interface 112, such as portrayed with UI element 816. The user interface 112 may be configured so that user 128 interaction with the UI element 816 (e.g., by swiping or selecting) may change the view of the user interface 112 to display lists of sports fixtures for different game periods.
[0073] The user interface 112 may be configured so that user 128 interaction with a list item of the user interface 112 may generate an expanded view portraying additional information of the sport fixture. For example, the user 128 may interact with the first listed sport fixture to open an expanded view portrayed by UI element 818 and UI element 820. UI element 818 may display game data 122 such as information regarding each score of the sport fixture, such as the timing of each score and the player who scored each score. UI element 818 may include an indication of current first scorer and last scorer of the fixture, such as through highlighting, bounding boxes, icons, or other such elements (as well as notifications). UI element 820 may display multimedia content from the sport fixture, such as a video highlight from the sport fixture, a live video stream of the sport fixture, images from the sport fixture, or the like.
[0074] The user interface 112 may be configured to display the evaluation of the user’s 128 roster selection, such as with an indication of the number of correct selections in the roster selection. The user interface 112 may be configured to update the display of the roster selection evaluation periodically or in real-time whenever the sports gaming system 102 generates and204890-3575-0869\8transmits an update to the evaluation of the user’s roster selection. The sports gaming system 102 may update the first scorer and last scorer and evaluate the roster selection in real time based on live game data 122 as described in operation 404, operation 406, and operation 410. In such instances, the sports gaming system may transmit the update and evaluation to the user device 106 to be displayed in real time on the user interface 112. For example, in an ongoing sport fixture, as soon as a goal is scored, the user interface 112 may be configured to display information regarding the goal, an update to the last scorer, and an indication of whether the roster selection contains the updated last scorer. The live display of the update and evaluation may increase the speed at which the sports gaming system 102 provides results related to the sports gaming experience to the user 128.
[0075] According to some examples, the method 400 includes generating a reward at operation 412. At operation 412, the sports gaming system 102 generates a reward to confer to the user 128 based on the user data 118, the user’s 128 roster selection, and the evaluation of the user’s 128 roster selection generated at operation 410. The sports gaming system 102 may determine when the user 128 has “won” in the sports gaming experience based on a reward scheme established by the game rules of the sports gaming experience and the evaluation of the user’s 128 roster selection. Where the user 128 has won in the sports gaming experience, the sports gaming system may generate a reward to confer to the user, such as a reward of points, monetary payout, or thee like. The sports gaming system 102 may generate a reward based on the number of correct selections in the user’s 128 roster selection of the game period. In some examples, the sports gaming system 102 may generate a reward based on a reward scheme, such as only conferring a reward to the user 128 if a threshold number of correct selections are reached, or conferring a reward that scales in level or amount with the number of correct selections. For example, where the sports gaming experience is structured so that a roster selection includes a selection of seven players, the sports gaming system 102 may generate a reward based on a reward scheme configured with a reward threshold of four correct selections such that no reward is granted to the user 128 where the user’s 128 roster selection includes less than four correct selections. The reward scheme may be further configured to generate a low reward for the user 128 where the user’s 128 roster selection includes four or five correct selections, a medium reward where the roster selection includes six correct selections, and a high reward where the roster selection includes seven correct selections.214890-3575-0869\8
[0076] The sports gaming system 102 may further generate the reward based on the user data 118, such as the user’s 128 profile information or authentication information. For example, along with determining the applicable reward for the user’s 128 roster selection based on the reward scheme, the sports gaming system 102 may also associate the reward with the user 128 by associating the reward with the profile information or authentication information of the user’s 128 secure user account. The sports gaming system 102 may transmit an indication of the reward to the user 128 to the user device 106 (e.g., via the network 104) to be displayed to the user 128 through the user interface 112. For example, the sports gaming system 102 may transmit a notification to the user’s 128 user device 106 to display an indication of the number of correct selections in the user’s 128 roster selection for the game period and the reward conferred to the user 128 for the correct selections.
[0077] FIG. 5 illustrates an example method 500 for authenticating a user profile and delivering a reward for a sports gaming experience, with the sports gaming system 102. Method 500 authenticates a user’s 128 secure user account based on authentication information of the user 128. Method 500 may deliver a reward to the user 128 that was conferred by the sports gaming system 102, such as described with respect to method 400. Certain operations of the method 500 are executed or depicted in examples of a user interface 112. Where appropriate, reference is made to the relevant figures. Although the example method 500 depicts a particular sequence of operations, the sequence may be altered without departing from the scope of the present disclosure. For example, some of the operations depicted may be performed in parallel or in a different sequence that does not materially affect the function of the routine. In other examples, different components of an example device or system that implements the routine may perform functions at substantially the same time or in a specific sequence.
[0078] According to some examples, the method 500 includes receiving authentication information for a first platform at operation 502. At operation 502, a first platform, such as the sports gaming system 102, receives authentication information from the user device 106 (e.g., via the network 104). The authentication information may include login credentials of the first platform secure user account associated with the user 128. For example, the authentication information may include the username and password for the user’s 128 sports gaming system 102 account. The sports gaming system 102 may receive the login credentials from the user device 106, where the user may input the username and password via the user interface 112 (e.g., via a keypad or a separate input device). The sports gaming system 102 may store the224890-3575-0869\8authentication information in memory 116 (e.g., in user data 118). In other examples, the first platform may be the reward system 110, where the authentication information includes the user’s 128 login credentials for the reward system 110.
[0079] According to some examples, the method 500 includes authenticating the secure user account for the first platform at operation 504. At operation 504, the first platform (e.g., the sports gaming system 102) authenticates the secure user account of the user 128 based on the authentication information received from the user 128 (e.g., as described with respect to operation 502). For example, the sports gaming system 102 may authenticate the secure user account by comparing the authentication received from the user device 106 with authentication information associated with the secure user account stored in memory 116 (e.g., in user data 118). Where the authentication information received from the user device 106 matches the authentication information associated with the secure user account, the sports gaming system 102 may grant the user device 106 access to the secure user account, such as by granting a login session to the user device 106. The sports gaming system 102 may store data regarding the login session, such as the user device 106 associated with the login session and the time period of the login session, in memory 116 (e.g., in user data 118).
[0080] According to some examples, the method 500 includes transmitting user data 118 to a second platform at operation 506. At operation 506, the first platform (e.g., the sports gaming system 102) transmits user data 118 to a second platform (e.g., the reward system 110). The user data 118 may include data regarding the secure user account of the user 128, such as user profile information of the user 128, authentication information associated with the secure user account, and active login sessions for the secure user account. The user data 118 may also include any rewards conferred to the user 128 of the secure user account (e.g., the rewards conferred as described with respect to method 400).
[0081] According to some examples, the method 500 includes authenticating the secure user account for the second platform at operation 508. At operation 508, the second platform (e.g., the reward system 110) authenticates the secure user account of the user 128 based on the user data 118 received from the first platform (e.g., as described with respect to operation 506). The secure user account of the second platform may correspond with the secure user account of the first platform such that the authentication information for the first platform may also function as valid authentication information for the second platform. For example, the authentication information received from the first platform may be used to authenticate the user’s 128 secure234890-3575-0869\8user account with the second platform. In other examples, the login session information received from the first platform may be used to grant a login session to the second platform, such that an active login session with the first platform will also grant an active login session with the second platform. For example, where a user 128 is logged in to the user’s 128 secure user account with the sports gaming system 102 on the user device 106, the reward system 110 may also log in the user 128 to the user’s 128 secure user account with the reward system 110 on the user device 106.
[0082] According to some examples, the method 500 includes delivering a reward at operation 510. At operation 510, the second platform (e.g., the reward system 110) delivers a reward to a user 128 based on the user data 118 transmit to the second platform at operation 506. For example, the user data 118 may include the rewards conferred to the user 128 by the sports gaming system 102. The reward system 110 may evaluate conferred rewards that have not been delivered to the user 128 and deliver such rewards to the user 128 (e.g., by transferring the reward to a device or account associated with the user 128, making the reward available for download or collection by the user, or by other such methods for making the reward accessible to the user).
[0083] FIG. 9 illustrates a block diagram of an example computer system suitable for use in embodiments disclosed herein in accordance with an embodiment of the disclosure. For example, the sports gaming system 102 may include or utilize one or several computing systems 900, and the processor 114 and memory 116 may be located at one or several computing systems 900. In various embodiments, the reward system 110 and user device 106 are also implemented by a computing system 900. In various implementations, the user device 106 and / or additional user devices may be implemented using any number of computing devices including, but not limited to a computer, laptop, tablet, mobile phone, smart phone, wearable device (e.g., AR / VR headset, smartwatch, smart glasses, or the like), smart speaker, vehicle (e.g., automobile), or appliance.
[0084] This disclosure contemplates any suitable number of computing systems 900. For example, the computing system 900 may be a server, a desktop computing system, a mainframe, a mesh of computing systems, a laptop or notebook computing system, a tablet computing system, an embedded computer system, a system -on-chip, a single-board computing system, or a combination of two or more of these. Where appropriate, the computing system 900 may include one or more computing systems; be unitary or distributed; span multiple244890-3575-0869\8locations; span multiple machines; span multiple data centers; or reside in a cloud, which may include one or more cloud components in one or more networks. The computing system 900 may include one or more processor 902, an input / output (I / O) interface 906, one or more external devices 908, one or more memory components 910, and a network interface 912. Each of the various components may be in communication with one another through one or more buses or communication networks, such as wired or wireless networks.
[0085] In some embodiments, various components of the computing system 900 may communicate with one another through the network 104. For example, in some embodiments, the computing system 900 may be implemented as a serverless service, where computing resources for various components of the computing system 900 may be located across various computing environments (e.g., cloud platforms) and may be reallocated dynamically and / or automatically according to, for example resource usage of the computing system 900. In various implementations, the computing system 900 may be implemented using organizational processing constructs such as functions implemented by worker elements allocated with compute resources, containers, virtual machines, and the like.
[0086] The processor 902 may be any type of electronic device capable of processing, receiving, and / or transmitting instructions. For example, the processor 902 may be a central processing unit, graphics processing unit, microprocessor, processor, or microcontroller. Additionally, it should be noted that some components of the computing system 900 may be controlled by a first processor and other components may be controlled by a second processor, where the first and second processors may or may not be in communication with each other. The sports gaming system 102, reward system 110, and user device 106 may perform operations by executing executable instructions (e.g., software) using the processor 902. The processor 902 may be used to implement the processor 114 shown in FIG. 1.
[0087] The i / o interface 906 allows a user to enter data in to computing system 900, as well as provides an input / output for the computing system 900 to communicate with other devices or services. The i / o interface 906 can include one or more input buttons, touch pads, and so on.
[0088] The external devices 908 are one or more devices that can be used to provide various inputs to the computing system 900, e.g., mouse, microphone, keyboard, trackpad, or the like. The external devices 908 may be local or remote and may vary as desired. In some examples, the external devices 908 may also include one or more additional sensors.254890-3575-0869\8
[0089] The memory components 910 are used by the computing system 900 to store instructions for the processor 902 and may be implemented as a data store and the like. The memory components 910 may be, for example, magneto-optical storage, read-only memory, random access memory, erasable programmable memory, flash memory, or a combination of one or more types of memory components. The memory components 910 may be used to implement the memory 116 shown in FIG. 1. The memory 116 may include various instructions for various functions of the sports gaming system 102 which, when executed by the processor 114, perform various functions of the sports gaming system 102. The memory 116 may further store data and / or instructions for retrieving data used by the sports gaming system 102. Similar to the processor 114, the memory 116 utilized by the sports gaming system 102 may be distributed across various physical computing devices. In some examples, the memory 116 may access instructions and / or data from other devices or locations, and such instructions and / or data may be read into memory 116 to implement the sports gaming system 102.
[0090] The network interface 912 provides communication to and from the computing system 900 to other devices. The network interface 912 includes one or more communication protocols, such as, but not limited to WI-FI®, Ethernet, BLUETOOTH®, and so on. The network interface 912 may also include one or more hardwired components, such as a Universal Serial Bus (USB) cable, or the like. The configuration of the network interface 912 depends on the types of communication desired and may be modified to communicate via WIFI®, BLUETOOTH®, and so on.
[0091] The network interface 912 may interface with the network 104. The network 104 may be implemented using one or more wired and / or wireless systems and protocols for communications between computing devices. In various embodiments, the network 104 or various portions of the network 104 may be implemented using the internet, a local area network, a wide area network, and / or other networks. In addition to traditional data networking protocols, in some embodiments, data may be communicated according to protocols and / or standards including near field communication, Bluetooth®, Wi-Fi, cellular connections, or the like.
[0092] The display 904 provides a visual output for the computing devices and may be varied as needed based on the device. The display 904 may be configured to provide visual feedback to the user and may include a liquid crystal display screen, light emitting diode screen, plasma264890-3575-0869\8screen, or the like. In some examples, the display 904 may be configured to act as an input element for the user through touch feedback or the like.
[0093] The components in FIG. 9 are exemplary only. In various examples, the computing system 900 may include additional components and / or functionality not shown in FIG. 9.
[0094] Accordingly, the sports gaming system 102 described herein addresses particular challenges and needs presented by sports gaming experiences. For example, sports gaming experiences often lack methods to encourage consistent user engagement throughout a sport fixture or game period. Sports gaming experiences also often do not provide suggestions or recommendations to a user to increase the probability of the user winning. The sports gaming system 102 described herein generates a sports gaming experience that maintains high user engagement throughout the duration of a sport fixture and game period by eliminating “dead” periods through rewarding correct predictions for both first scorers and last scorers. Furthermore, the sports gaming system 102 generates a sports gaming experience that includes transmitting a roster suggestion to a user including players that have an increased chance to be a first scorer or last scorer.
[0095] Additionally, the sports gaming system 102 provides increased computing speed in determining game results in the sports gaming experience and displaying the game results to the user 128 by making dynamic determinations in the sports gaming experience through the live evaluation of real-time data in ongoing sport fixtures. The sports gaming system makes live evaluations of game data 122 based on the game rules of the sports gaming experience to generate and display real-time updates to the first and last scorer of the game fixture. The live updates provide faster results to the user 128 and enhance user engagement by allowing the user to experience the sports gaming experience in real time alongside the sport fixture.
[0096] The technology described herein may be implemented as logical operations and / or modules in one or more systems. The logical operations may be implemented as a sequence of processor-implemented steps directed by software programs executing in one or more computer systems and as interconnected machine or circuit modules within one or more computer systems, or as a combination of both. Likewise, the descriptions of various component modules may be provided in terms of operations executed or effected by the modules. The resulting implementation is a matter of choice, dependent on the performance requirements of the underlying system implementing the described technology. Accordingly, the logical operations making up the embodiments of the technology described herein are referred to variously as274890-3575-0869\8operations, steps, objects, or modules. Furthermore, it should be understood that logical operations may be performed in any order, unless explicitly claimed otherwise or a specific order is inherently necessitated by the claim language.
[0097] In some implementations, articles of manufacture are provided as computer program products that cause the instantiation of operations on a computer system to implement the procedural operations. One implementation of a computer program product provides a non-transitory computer program storage medium readable by a computer system and encoding a computer program. It should further be understood that the described technology may be employed in special purpose devices independent of a personal computer.
[0098] The description of certain embodiments included herein is merely exemplary in nature and is in no way intended to limit the scope of the disclosure or its applications or uses. In the included detailed description of embodiments of the present systems and methods, reference is made to the accompanying figures which form a part hereof, and which are shown by way of illustration specific to embodiments in which the described systems and methods may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice presently disclosed systems and methods, and it is to be understood that other embodiments may be utilized, and that structural and logical changes may be made without departing from the spirit and scope of the disclosure. Moreover, for the purpose of clarity, detailed descriptions of certain features will not be discussed when they would be apparent to those with skill in the art so as not to obscure the description of embodiments of the disclosure. The included detailed description is therefore not to be taken in a limiting sense, and the scope of the disclosure is defined only by the appended claims.
[0099] From the foregoing it will be appreciated that, although specific embodiments of the invention have been described herein for purposes of illustration, various modifications may be made without deviating from the spirit and scope of the invention.
[0100] The particulars shown herein are by way of example and for purposes of illustrative discussion of the preferred embodiments of the present disclosure and are presented in the cause of providing what is believed to be the most useful and readily understood description of the principles and conceptual aspects of various embodiments of the invention. In this regard, no attempt is made to show structural details of the invention in more detail than is necessary for the fundamental understanding of the invention, the description taken with the figures284890-3575-0869\8and / or examples making apparent to those skilled in the art how the several forms of the invention may be embodied in practice.
[0101] As used herein and unless otherwise indicated, the terms “a” and “an” are taken to mean “one”, “at least one” or “one or more”. Unless otherwise required by context, singular terms used herein shall include pluralities and plural terms shall include the singular.
[0102] Unless the context clearly requires otherwise, throughout the description and the claims, the words ‘comprise’, ‘comprising’, and the like are to be construed in an inclusive sense as opposed to an exclusive or exhaustive sense; that is to say, in the sense of “including, but not limited to”. Words using the singular or plural number also include the plural and singular number, respectively. Additionally, the words “herein,” “above,” and “below” and words of similar import, when used in this application, shall refer to this application as a whole and not to any particular portions of the application.
[0103] All relative, directional, and ordinal references (including top, bottom, side, front, rear, first, second, third, and so forth) are given by way of example to aid the reader’s understanding of the examples described herein. They should not be read to be requirements or limitations, particularly as to the position, orientation, or use unless specifically set forth in the claims. Connection references (e.g., attached, coupled, connected, joined, and the like) are to be construed broadly and may include intermediate members between a connection of elements and relative movement between elements. As such, connection references do not necessarily infer that two elements are directly connected and in fixed relation to each other, unless specifically set forth in the claims.
[0104] Of course, it is to be appreciated that any one of the examples, embodiments or processes described herein may be combined with one or more other examples, embodiments and / or processes or be separated and / or performed amongst separate devices or device portions in accordance with the present systems, devices and methods.
[0105] Finally, the above discussion is intended to be merely illustrative of the present system and should not be construed as limiting the appended claims to any particular embodiment or group of embodiments. Thus, while the present system has been described in particular detail with reference to exemplary embodiments, it should also be appreciated that numerous modifications and alternative embodiments may be devised by those having ordinary skill in the art without departing from the broader and intended spirit and scope of the present system as set forth in the claims that follow. Accordingly, the specification and figures are to be294890-3575-0869\8regarded in an illustrative manner and are not intended to limit the scope of the appended claims.304890-3575-0869\8
Claims
CLAIMSWhat is claimed is:
1. A computer implemented method for sports gaming, comprising: receiving, via a processor, a roster selection of at least one player for a game period; determining, via the processor, a first score in a sport fixture in the game period based on game data of the sport fixture; establishing, via the processor, a first scorer and last scorer based on the first score in the sport fixture; generating, via the processor, a roster selection evaluation based on the roster selection, first scorer, and last scorer; updating, via the processor, the last scorer based on an update to the game data of the sport fixture; generating, via the processor, an update to the roster selection evaluation based on the update to the last scorer; and outputting, via the processor, a reward indication to a user device based on the roster selection evaluation.
2. The computer implemented method for sports gaming of claim 1, wherein receiving the roster selection comprises generating a roster suggestion by applying a filter to a player base, wherein the filter is configured to identify a player with an increased probability to be a first scorer or last scorer for a sport fixture in the game period.
3. The computer implemented method for sports gaming of claim 2, wherein receiving the roster selection further comprises: transmitting the roster suggestion to the user device; generating a restriction on a player available for roster selection; transmitting the restriction to the user device; and receiving, from the user device, the roster selection.
4. The computer implemented method for sports gaming of claim 3, wherein the restriction on the player available for roster selection comprises a restriction based on the number of times the player has been selected in a roster selection in previous game periods.314890-3575-0869\85. The computer implemented method for sports gaming of claim 3, wherein the restriction on the player available for roster selection comprises a restriction based on the position of the player.
6. The computer implemented method for sports gaming of any one of the preceding claims, wherein the roster selection comprises a selection of seven players available for selection for the game period.
7. The computer implemented method for sports gaming of any one of the preceding claims, wherein determining the first score in the sport fixture comprises: receiving real-time game data for the sport fixture; and determining the first score in the sport fixture and a player associated with the first score based on a game data indication of a first score event in the sport fixture, wherein the determination occurs within the duration of the sport fixture.
8. The computer implemented method for sports gaming of claim 7, wherein establishing the first scorer and last scorer based on the first score in the sport fixture comprises assigning the player associated with the first score as the first scorer and last scorer.
9. The computer implemented method for sports gaming of any one of the preceding claims, wherein generating a roster selection evaluation comprises determining the number of players in the roster selection who are the first scorer or last scorer.
10. The computer implemented method for sports gaming of any one of the preceding claims, wherein updating the last scorer based on the update to the game data of the sport fixture comprises: receiving a first update to the game data of the sport fixture within the duration of the sport fixture; evaluating the first update to determine the most recent score in the sport fixture and a player associated with the most recent score; updating the last scorer based on the most recent score and the player associated with the most recent score; receiving a second update to the game data of the sport fixture at the conclusion of the sport fixture; and324890-3575-0869\8evaluating the second update to finalize the first scorer and last scorer for the sport fixture.
11. The computer implemented method for sports gaming of claim 10, wherein evaluating the second update to finalize the first scorer and last scorer for the sport fixture comprises: evaluating the second update to determine the first score in the sport fixture and a player associated with the first score; evaluating the second update to determine the last score in the sport fixture and a player associated with the last score; and updating the first scorer to correspond to the player associated with the first score and the last scorer to correspond with the player associated with the last score.
12. The computer implemented method for sports gaming of claims 9 or 11, wherein outputting a reward indication comprises: generating a reward designation based on the number of players in the roster selection who are the first scorer or last scorer; securely transmitting the reward designation and user data associated with the roster selection to a reward system; and transmitting the reward indication associated with the reward designation to the user device.
13. A sports gaming system, comprising: a game server; a reward system; and a processor configured by instructions to perform operations comprising: receiving a roster selection of at least one player for a game period; determining a first score in a sport fixture in the game period based on game data of the sport fixture; establishing a first scorer and last scorer based on the first score in the sport fixture; generating a roster selection evaluation based on the roster selection, first scorer, and last scorer; updating the last scorer based on an update to the game data of the sport fixture;334890-3575-0869\8generating an update to the roster selection evaluation based on the update to the last scorer; and outputting a reward indication to a user device based on the roster selection evaluation.
14. The sports gaming system of claim 13, wherein the processor is further configured by instructions to perform operations comprising: receiving a first user credential associated with the sports gaming system and a user; authenticating the user based on the first user credential; retrieving a second user credential associated with the reward system and the user; and transmitting the second user credential to the reward system.
15. The sports gaming system of claims 13 or 14, wherein the processor is further configured by instructions to perform operations comprising: receiving a request from a user to generate a user profile associated with the sports gaming system; generating the user profile associated with the user; generating a first user credential associated with the sports gaming system and the user profile; generating a second user credential associated with the reward system and the user profile; and transmitting the second user credential and the user profile to the reward system.
16. The sports gaming system of claims 13 or 14, wherein the processor is further configured by instructions to perform operations comprising: receiving a request from a user to generate a first user profile associated with the sports gaming system; generating the first user profile associated with the user; generating a user credential associated with the sports gaming system and the first user profile; and transmitting, to the reward system, the user credential, the first user profile, and a request to generate a second user profile associated with the reward system.
17. A computer implemented method for sports gaming, comprising:344890-3575-0869\8receiving a roster selection of at least one player for a game period; retrieving, from a game server, real-time game data for a sport fixture in the game period; establishing a first scorer and last scorer based on a game data indication of a first score in the sport fixture; updating the last scorer based on a game data indication of a subsequent score in the sport fixture; finalizing the first scorer and last scorer at the conclusion of the sport fixture; and transmitting a reward indication to a user device based on the number of players in the roster selection who are the first scorer or last scorer.
18. The computer implemented method of claim 17, wherein receiving the roster selection comprises generating a roster suggestion by applying a filter to a player base, wherein the filter is configured to identify a player with an increased probability to be a first scorer or last scorer for a sport fixture in the game period.
19. The computer implemented method of claim 18, wherein receiving the roster selection further comprises: transmitting the roster suggestion to the user device; generating a restriction on a player available for roster selection; transmitting the restriction to the user device; and receiving, from the user device, the roster selection.
20. The computer implemented method of claims 17, 18, or 19, wherein finalizing the first scorer and last scorer at the conclusion of the sport fixture comprises: receiving an update to the game data at the conclusion of the sport fixture; evaluating the update to determine the first score in the sport fixture and a player associated with the first score; evaluating the update to determine the last score in the sport fixture and a player associated with the last score; and updating the first scorer to correspond to the player associated with the first score and the last scorer to correspond with the player associated with the last score.354890-3575-0869\8
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