US20100197374A1
2010-08-05
12/693,430
2010-01-25
An on-line, multi-player internet based application that is adapted for playing fantasy football in the trenches, i.e., for playing fantasy football in a way that accounts for the values associated with the contributions to the overall game made by the special units and players who fight in the trenches, that is, the linemen and special team players.
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A63F13/798 » CPC main
Video games, i.e. games using an electronically generated display having two or more dimensions; Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F13/335 » CPC further
Video games, i.e. games using an electronically generated display having two or more dimensions; Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F13/46 » CPC further
Video games, i.e. games using an electronically generated display having two or more dimensions; Controlling the progress of the video game Computing the game score
A63F13/812 » CPC further
Video games, i.e. games using an electronically generated display having two or more dimensions; Special adaptations for executing a specific game genre or game mode Ball games, e.g. soccer or baseball
A63F9/24 IPC
Games not otherwise provided for Games using electronic circuits not otherwise provided for
This application claims the benefit of application Ser. No. 61/206,381 (âthe '381 applicationâ) filed Jan. 30, 2009, and application Ser. No. 61/286,931 (âthe '931 applicationâ), filed Dec. 16, 2009, both of which are incorporated by reference herein.
The invention relates generally to a computer implemented system and method for playing simulated football games of the type commonly referred to as âfantasy footballâ.
Numerous versions of on-line fantasy football systems and methods are known. Most, if not all known games and systems are directed to scoring touchdowns and players with big names, agents and high dollar value contracts. Such games, methods and systems are not directed to other aspects of the game of football that are critical in real-live football games, such as the team units and players that keep drives alive, move the ball down the field and put their teams in a position to score and win. These aspects of the game of football are often referred to as the âtrenchesâ due to the hard fought, but unglamorous nature of the fighting. The units and players that are engaged in the trenches are the offensive lines, defensive lines, punting squads, kickoff teams, placekicking units, defensive secondary and returns specialists. As described in the '381 application and the '931 application methods are provided for game play that takes into account these units, players and aspects of the game. Described below are preferred embodiments and designs for a on-line fantasy football system adapted for the methods provided in the '381 application and the '931 application, that is for example, a system in which actions taken by the player at the offensive and defensive lines or other units are assigned values and by these values contribute to the overall gaming experience. Preferred system architecture and related descriptions are provided in relation to these conventional fantasy football systems.
An on-line, multi-player internet based application that is adapted for playing fantasy football in the trenches, i.e., for playing fantasy football in a way that accounts for the values associated with the contributions to the overall game made by the special units and players who fight in the trenches, that is, the linemen and special teams.
The foregoing aspects and the attendant advantages of the present invention will become more readily appreciated by reference to the following detailed description, when taken in conjunction with the accompanying drawings that are embedded in the text of the specification, and each of which is briefly described with an appropriate legend.
Embodiments of the present fantasy football system and methods described herein are preferably deployed as a web application for use in modern day internet browsers, such as Internet Explorer 7 or newer, Firefox 3 or newer. The user interface and front end preferably will be an âAdobe Flashâ movie embedded in html, thus allowing for a high quality user interface, rich user interaction and experience, and because it is compatible with all known modern browsers. Preferably backend communication and processing tasks for the system and method will be handled using âPHPâ to communicate between the server and client sides of the system. Also, all modern web hosting providers provide PHP capabilities to their clients so their benefits are available to end users by using a site hosted by the providers. The present fantasy football system preferably includes persistent data storage capability, which is believed to be achieved using one or more MySQL databases on the server side. Flash, PHP and MySQL applications are preferably employed due to their readily availability and popularity. The system preferably will also subscribe to a TSN SportsML feed to obtain statistics and data needed for meet the functional requirements of the system.
The larger sites like espn, cbs and yahoo, do not use flash for their fantasy games. Flash is preferred for the GUI element of the present system because flash offers a richer user experience and is believed to provide additional differentiation of the present system from conventional fantasy football systems.
Shown in FIG. 1 is an example of the preferred basic architecture for the present system. The preferred system includes various preferred functional capabilities.
Preferred functionality of the system includes:
Listed below or preferred non-functional features of the preferred system fantasy football system.
The preferred system is an online game to be played using a standard desktop computers connected to the internet. Supported browsers are IE7 or newer and Firefox 3 or newer. It is envisioned that versions of the system will be adapted for mobile devices, and versions will also be adapted for linking into to social networking sites such as Facebook.
The web hosting provider will provide adequate bandwidth to support multiple concurrent user connections without slowdown in service to any users.
Preferably databases are provided by web hosting provider, and if so provided the preferred databases will be MySQL databases. Functionality for regular database backups will be provided by the web hosting provider so as to ensure no loss of data essential to the operation of the system.
The preferred Trench Fantasy game method and system employs an iterative methodology, as describe below.
The preferred high level architecture diagram for the Trench Fantasy system is shown in FIG. 2, and includes components and capabilities as further described below.
This is the preferred graphical user interface that the end user will interact with to play the Trench Fantasy game as further described in the '381 and '931 applications. It preferably is implemented using Flash and Actionscript 3. This module encapsulates all visual elements of the game and is not intended to have any game logic included in its functionality. This module communicates via messaging back and forth to the âMessaging Moduleâ, to request and receive all necessary information for the playing of the game, as shown at 1. To communicate a message to the âMessaging Moduleâ this module makes use of the _POST variable. Messages are received by parsing return HTML or XML from the âMessaging Moduleâ.
The preferred Messaging module handles the transfer of data between the GUI Module and the Database Server, as shown at 2. The 2 main functions this module performs are:
The database handles persistent storage of all game data. For more information see section âDatabase Designâ.
The preferred scoring module handles game logic as it relates to the accessing and updating of scores in the game. This module communicates consistently with the âReal Time Feed Moduleâ, as shown at 4, to receive updated statistics. It processes these statistics, and resolves updated scores using internal scoring logic. The module stores the most up to date scores by inserting them into the database, as shown at 3. This ensures that any database will contain near real time information, which in turn can be communicated to end users playing the game. This module is preferably placed on the server side and only allowed to communicate with other server side components to minimize exposure of the scoring system logic.
This module interfaces with the external Real Time Feed Provider to continuously receive updated statistics. These statistics are communicated to the Scoring Module where game scores can be updated accordingly.
This section contains brief descriptions along with diagrams or figures used to illustrate the functional capabilities of the system to takes specific actions in various scenarios that end users, such as team owners or commissioners will encounter while interacting with the preferred Trench Fantasy game system.
Referring to FIG. 3, this use case describes a typical scenario and processing steps for a new user to sign up to use a preferred Trench Fantasy (Team Owners and Commissioners) system.
Referring to FIG. 4, the Login case describes a typical scenario and processing steps for an existing user to log in to use Trench Fantasy (Team Owners and Commissioners) system.
Referring to FIG. 5, the Post Message case describes a typical scenario and processing steps for a user posting a message to the League Message board.
Referring to FIG. 6, the Join a League case covers a typical scenario and processing steps for a user to join a public league.
Referring to FIG. 6, the Search for League case covers a typical scenario and processing steps for a user to search for a specific league in the Trench Fantasy system. Search criteria include option of entering team owner email, commissioner email, or league name.
Referring to FIG. 8, the Create a Team case covers a typical scenario and processing steps for a user to create a team within a league in the preferred Trench Fantasy system.
Referring to FIG. 9, the Edit a Team case covers a typical scenario and processing steps for a user to edit information about a team previously created by them.
The system and method, not shown in the figures, includes a Participate in Draft case in which users can participate in player or unit drafts. To participate in a draft with the system:
Referring to FIG. 10, the View Team Roster case covers a typical scenario and processing steps for a user to view his/her team Roster.
Referring to FIG. 11, the Add/Drop Team Units case covers a typical scenario and processing steps for a user to add or drop a unite from his/her team Roster.
Referring to FIG. 12, the View Schedule case covers a typical scenario and processing steps for a user to view the schedules for head to head, and playoff matches within the users' league.
Referring to FIG. 13, the View Fantasy News and Notes, Transactions and Injury Log case covers a typical scenario and processing steps for a user to view the news and notes section as well as the transaction and injury section of Trench Fantasy.
Referring to FIG. 14, the Create/Edit Starting Line-up case covers a typical scenario and processing steps for a user to create and/or edit the starting line-up for their team.
Referring to FIG. 15, the View Leader Boards case covers a typical scenario and processing steps for a user to view the leader boards for their league in the Trench Fantasy system.
Referring to FIG. 16, the View Statistics case covers a typical scenario and processing steps for a user to view league statistics within their league.
Referring to FIG. 17, the View Live Scoring case covers the typical scenario and processing steps for a user to view real time scoring within the Trench Fantasy system during a period when the real time feed is actively relaying NFL game time statistics to the Trench Fantasy system.
Referring to FIG. 18, the Create a League case describes a typical scenario and processing steps for a user to create a league within the Trench Fantasy system.
Referring to FIG. 19, the Edit League Rules case covers a typical scenario and processing steps for a user to edit the rules of the league for which they are commissioner.
Referring to FIG. 20, the Add User to League case covers the typical scenario and processing steps for a commissioner to add a user their league.
Remove User from League:
Referring to FIG. 21, the Remove User from League case covers a typical scenario and processing steps for a commissioner to remove a user from their league.
Referring to FIG. 22, the Edit League Scoring case covers a typical scenario and processing steps for a commissioner to edit and customize the way points are allocated within their league.
Referring to FIG. 23, the Set Schedules case describes a typical scenario and processing steps for a commissioner to define head to head schedules as well as playoff schedules for the teams within the league.
Referring to FIG. 24, the Set Deadlines case describes a typical scenario and processing steps for a commissioner to define cut off dates for the various deadlines in their Trench Fantasy League.
Referring to FIG. 25, the Generate/Send Email case describes a typical scenario and processing steps for a commissioner to send emails to team owners within their league.
Referring to FIG. 26, the View League Rosters case describes a typical scenario and processing steps for a commissioner to view the rosters of all the teams in their league.
Referring to FIGS. 27A and 27B, a preferred database design diagram and functionality for the Trench Fantasy system is shown and described.
Referring to FIGS. 28-34, examples of various statistics are provided. FIG. 28 presents preferred offensive line statistics; FIG. 29 presents preferred defensive line statistics; FIG. 30 presents preferred field goal and point after touchdown statistics; FIG. 31 presents preferred punting statistics; FIG. 32 presents various miscellaneous defensive statistics; FIG. 33 presents various kick-off related statistics; and FIG. 34 presents various preferred scoring statistics.
The login function optionally could have the ability to save a password, and include a âforgot passwordâ prompt.
The post message function could also include a âhoverâ or âclickâ on the My League Tab/Message Board. The Message Board could also be displayed in page layout and could be entered directly.
The âJoin a Leagueâ function is set for the typical scenario for a user to join a public league, but could be set up for an approval based system in which the potential user would send a request to join a league on a request form that was provided by the system.
The âSearch for Leagueâ function could include an option for entering team owner e-mail, commissioner e-mail or league name to find a league. The system could also provide for a user to get to the league page from an invite e-mail from the commissioner.
The âCreate a Teamâ function could also include hovers or clicks, and a âFinal Team Createdâ message could include a summary of team information that was input and could then list the next steps for the owner to perform.
The âTeam Editâ function could also be a button on the âMy Teamâ page and not part of the drop down structure.
The âAdd/Drop Team Unitsâ function could have a âpick from listâ, or check boxes for selecting within the Roster Page as an alternative to highlighting the team unit and then hitting the button. Also, the capability to view available replacement positions could be provided as an alternate. For trading, an option could include a listing of who is available, or to enable a user to propose a specific trade. Also, options could be provided for availabilities for âThis Weekâ, âBy Teamâ, or âOverallâ.
The âCreate Starting Line-up/Edit Starting Line-upâ functions could also include not only the team's starters and bench players, but also show the opponent's players at each position, as well as performance data, such as last week points, average points, hi/low points. The line-up could be set multiple times, up until a deadline set by the league. Roster deadline could also be provided on this screen.
The âView Leader boardsâ function could be named âStandingsâ or some other descriptive term, and there could be multiple variations of standings and rankings in this area.
The âView Live Scoringâ function could be set up so that it automatically appears on the screen after login during game day. The page would show not only live scoring for the owner's game, but could be set up for viewing other games too, either on the same page or on another page(s) by clicking an appropriate button.
In the Commissioner's section, the âCreate a Leagueâ functionality could be set up so that after login, a âstart/create leaguesâ button is presented, to avoid a need to hover or use a tab. The commissioners could also be provided with an option to get information on games, rosters, scoring and FAQ's. There could also be an option âto share commissioner dutiesâ and then to designate by e-mail others who will share the duties. Also, the League-created messages could be adapted to contain a summary of decisions and information of concern/use to the owners.
The âEdit League Rulesâ function could also include an edit function on the rules page for commissioners rather than to include only in a drop down function. Also, schedules and playoffs could be in a dropdown, and an edit function provided, and an option to send e-mails to owners that would include any new information.
The âSet Trade/Waiver/Free Agent Deadlinesâ function could also be in a drop down, with an edit function and the capability to e-mail any new information to the owners.
The âEmail League Membersâ function could also have an option check box to send a global message to the entire league, and the capability to save all e-mails sent during a season could be provided so that commissioners could track and have an audit trail.
Although specific embodiments of the invention have been described, various modifications, alterations, alternative constructions, and equivalents are also encompassed within the scope of the invention. The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that additions, subtractions, deletions, and other modifications and changes may be made thereunto without departing from the broader spirit and scope of the invention as set forth in the claims.
1. A method for playing and determining a winner of a fantasy football game played on multi-player, internet-based computer implemented application including:
creating a fantasy football league having one or more divisions;
creating 6, 8, 10 or 12 teams per division;
assigning a predetermined number of players per team with substitutes permitted at all positions;
creating a starting line-up for each team;
the starting line-up including:
an offensive line;
a defensive line;
a field goal unit;
a kickoff team;
a punting unit;
a defensive secondary and,
a defensive special team;
scoring the game on a first level on a basis of pre-designated values for first downs, ball control, efficiency, protecting a quarterback and moving the ball across the field of play to provide a first level score;
scoring the game on a second level on a basis of getting the team on offense into the end-zone when the team on offense is within 20-yards from either goal line to provide a second level score;
scoring the game on a third level on a basis of penalties, time of possession of the football, pre-designated game changing moments and coaching decisions to provide a third level score; and,
adding the first level score, the second level score and the third level score to determine the winner of the fantasy football game.
2. A method for playing a fantasy football game played on multi-player, internet-based computer implemented application including:
creating a fantasy football league having one or more divisions
creating 6, 8, 10 or 12 teams per division;
assigning a predetermined number of players per team with substitutes permitted at all positions;
creating a starting line-up for each team;
the starting line-up including:
an offensive line;
a defensive line;
a field goal unit;
a kickoff team;
a punting unit;
a defensive secondary and,
a defensive special team; and,
scoring the game on a first level on a basis of pre-designated values for first downs, ball control, efficiency, protecting a quarterback and moving the ball across the field of play to provide a first level score.
3. The method of claim 2 further including scoring the game on a second level on a basis of getting the team on offense into the end-zone when the team on offense is within 20-yards from either goal line to provide a second level score.
4. The method of claim 2 further including scoring the game on a third level on a basis of penalties, time of possession of the football, pre-designated game changing moments and coaching decisions to provide a third level score.
5. An on-line, multi-player internet based application for playing a fantasy football games that accounts for values associated with the contributions made by special units and linemen comprising:
a database, an internet browser, a user interface, a system processor and a communication application adapted to communicate among and between the database, browser, user interface and system processor;
a real-time data source adapted to provide real-time professional football statistics and data to the application;
an internet hosting provider adapted to support multiple concurrent user connections to the application;
a scoring module adapted to access said real-time data source and process pre-determined football game logic; and,
said pre-determined football game logic including pre-designated values for first downs, ball control, efficiency, protecting a quarterback and moving the ball across the field of play to provide a first level score for a first football team and a second football team.
6. The application of claim 5 wherein said pre-determined game logic including pre-designated values for the first team when the first team is on offense and advances the football into the end-zone when the first team is within 20-yards from either goal line.
7. The application of claim 5 wherein said pre-determined game logic including pre-designated values for penalties.
8. The application of claim 5 wherein said pre-determined game logic including pre-designated values for time of possession of the football.
9. The application of claim 5 wherein said pre-determined game logic including pre-designated values for pre-designated game changing moments.
10. The application of claim 5 wherein said pre-determined game logic including pre-designated values for coaching decisions.