US20110014974A1 - System and Method for Monitoring a Bet - Google Patents

System and Method for Monitoring a Bet Download PDF

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Publication number
US20110014974A1
US20110014974A1 US12/837,772 US83777210A US2011014974A1 US 20110014974 A1 US20110014974 A1 US 20110014974A1 US 83777210 A US83777210 A US 83777210A US 2011014974 A1 US2011014974 A1 US 2011014974A1
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real
sporting event
time
data
wager
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US12/837,772
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Kevin Torf
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MOBILE GAMING TECHNOLOGIES LLC
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Bet Tracker LLC
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Priority to US12/837,772 priority Critical patent/US20110014974A1/en
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Assigned to TORF, KEVIN reassignment TORF, KEVIN SECURITY AGREEMENT Assignors: Bet Tracker, LLC
Assigned to TORF, KEVIN reassignment TORF, KEVIN ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: Bet Tracker, LLC
Assigned to MOBILE GAMING TECHNOLOGIES, LLC reassignment MOBILE GAMING TECHNOLOGIES, LLC ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: TORF, KEVIN
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3223Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

Definitions

  • This invention relates generally to a system and method of monitoring sport bets. More particularly, this invention relates to real-time monitoring of bets made by users.
  • Sports betting is a popular and growing pastime. There are a number of different types of bets that can be made, and a person can place a bet on just about any sport in the world. In addition, with the addition of statistics available to everyone, bookmakers are continually creating unique packages to attract potential betters. A frequent sports better can make multiple wagers in a week. The wagers can include multiple sporting events and multiple sports. Therefore, it is often difficult to keep track of the bets and get updates in real-time. A better often is involved with several sporting events occurring at the same time. A better can sit for hours watching many different sources of information, such as, for example, the television, radio, Internet, and casino sports books.
  • FIG. 1 illustrates a block diagram of an example of a system for monitoring bets, according to a first embodiment
  • FIG. 2 illustrates a flow chart of an example of a method of monitoring bets, according to the first embodiment
  • FIG. 3 illustrates a flow chart of an example of various procedures and methods, according to one or more embodiments
  • FIG. 4 illustrates an example of a first screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 5 illustrates an example of a second screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 6 illustrates an example of a third screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 7 illustrates an example of a fourth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 8 illustrates an example of a fifth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 9 illustrates an example of a sixth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 10 illustrates an example of a seventh screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment
  • FIG. 11 illustrates a block diagram of an example of a system for monitoring bets, according to a second embodiment.
  • Couple should be broadly understood and refer to connecting two or more elements or signals, electrically, mechanically and/or otherwise.
  • Two or more electrical elements may be electrically coupled together but not be mechanically or otherwise coupled together; two or more mechanical elements may be mechanically coupled together, but not be electrically or otherwise coupled together; two or more electrical elements may be mechanically coupled together, but not be electrically or otherwise coupled together.
  • Coupling may be for any length of time, e.g., permanent or semi-permanent or only for an instant.
  • An electrical “coupling” and the like should be broadly understood and include coupling involving any electrical signal, whether a power signal, a data signal, and/or other types or combinations of electrical signals.
  • a mechanical “coupling” and the like should be broadly understood and include mechanical coupling of all types. The absence of the word “removably,” “removable,” and the like near the word “coupled,” and the like does not mean that the coupling, etc. in question is or is not removable.
  • a system and method of monitoring and displaying wagers are disclosed.
  • the systems and methods include providing a way for users to register for a service that allows the users to individually monitor and track wagers of sporting events that the users have made or, in some instances, just want to monitor.
  • the systems and methods allow users to view the status of wagers inputted into the system in real-time.
  • the status of the wagers includes scores of the sporting events, received in real-time.
  • embodiments of the present invention transform data signals representative of a current physical manifestation of a sporting event into a probability that the user who entered the wager will win that wager.
  • the data is transformed into the probability using only specific events in the sporting event that take place after the sporting event has started.
  • the data representing the sporting event can comprise the score of the sporting event, scores for different periods of the sporting event, individual player statistics for the sporting event, and critical events that have occurred during the sporting event, such as, for example, an injury to a key participant in the sporting event or circumstances that indicate that a key participant may not be able to play or play as often as expected.
  • real-time data is less than five minutes old.
  • real-time data can be data that is less than three minutes old, and in a further embodiment, real-time data can be data less than one minute old.
  • real-time data can be data that is less than 30 seconds old, and in a further embodiment, real-time data is data that is instantaneous. Therefore, users can see the real-time probability that they will win their respective bets at any point of time during the contest.
  • fantasy betting leagues allow users to use the same systems and methods as the monitoring and displaying of wagers.
  • the participants of the fantasy betting league can enter fictional or real wagers into the system.
  • the system will monitor and calculate the results of the wagers to determine which user has placed the best wagers within his league.
  • the systems and method of the present invention allow users to view the real-time probability that a participant will win his league, irrespective of any single bet, but based on the totality of his respective bets. In this way, users in the league can determine who placed the better or best set of wagers.
  • Some embodiments include a method for executing one or more computer programs using one or more processors to monitor wagers.
  • the method can include: (a) receiving an alert comprising at least one wager on at least one sporting event; (b) receiving real-time updates comprising data representative of the at least one sporting event; (c) transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager; and (d) transmitting the real-time probability of success to be displayed at a computing device.
  • a computer-implemented method of monitoring wagers can include: (a) receiving at least one wager comprising at least one bet on at least one sporting event; (b) receiving first real-time data representative of the at least one sporting event; (c) determining a real-time probability of success for the at least one bet on the at least one sporting event by transforming the first real-time data into the probability; (d) transmitting the at least one wager and the probability of success for the at least one bet on the at least one sporting event to a computing device; (e) receiving second real-time data representative of the at least one sporting event; (f) updating the real-time probability of success after receiving the second real-time data; and (g) transmitting the updated real-time probability to the computing device
  • the system can include: (a) a middleware; and (c) a backend comprising real-time data, wherein the middleware is configured to receiving the real-time data from the backend, applying the real-time data to at least one alert, arranging the real-time data, and sending the arranged real-time data to a front end, wherein the real-time data comprises data representative of one or more sporting events, and wherein the at least one alert comprises at least one wager on one of the one or more sporting events.
  • FIG. 1 illustrates an overview of a system 100 for monitoring and displaying wagers in real-time, according to a first embodiment.
  • System 100 is merely exemplary and is not limited to the embodiments presented herein. System 100 can be employed in many different embodiments or examples not specifically depicted or described herein.
  • system 100 comprises at least one computing device, such as, for example, a mobile device 110 and/or a computer 112 .
  • Mobile device 110 can be any type of device that can receive data wirelessly from an external source.
  • mobile device 110 can be an Apple iPhone® device, a Blackberry® device, a telephone with an AndroidTM operating system, a mobile telephone, a PDA (personal digital assistant), an MP3 player, a portable computer, and/or other similar devices.
  • Computer 112 can be any computer that has access to the Internet or similar network connection.
  • Computer 112 can be a laptop and/or a desktop computer.
  • Mobile device 110 and computer 112 can receive data relating to a sports wager.
  • mobile device 110 and computer 112 can receive data that pertains to one or more wagers that a user wants to monitor.
  • mobile device 110 and computer 112 can receive real-time data representative of a sporting event, including, for example: the current score of a sporting event, the current point spread of the sporting event, the time that the sporting event starts, the elapsed time in the sporting event, the time remaining in the sporting event, one or more players' individual statistics for the sporting event, the injury or reason a player cannot continue to play in the sporting event, etc.
  • the data representative of the sporting event can be transformed into a probability that a user will win his wager.
  • mobile device 110 and computer 112 can receive data relating to real-time sports scores and/or other information related to multiple sporting events. In addition, in some embodiments, mobile device 110 and computer 112 can receive data pertaining to a fantasy betting league.
  • Mobile device 110 and computer 112 can be used by a user to set up an account to monitor specific wagers made by a user.
  • users can make wagers independently of system 100 , and then users can monitor their wagers on system 100 .
  • users can monitor fictitious wagers on system 100 because users do not have to place one or more wagers to use system 100 .
  • a user of computer 112 uses computer 112 to access a website that enables a user to create one or more alerts related to sports wagers and/or to monitor alert(s) that have already been created.
  • a user can register for the monitoring service using the website via computer 112 .
  • a user can use mobile device 110 to access an application or web service on mobile device 110 that enables a user to create one or more alerts related to sports wagers and/or to monitor alert(s) that have already been created.
  • a user can register for the monitoring service using the application or web service of mobile device 110 .
  • the website via computer 112 and the application or web service of mobile device 110 give users the same options and operate similarly.
  • Mobile device 110 and computer 112 can be connected to network 126 .
  • network 126 can comprise the Internet and/or a cellular telephone network.
  • network 126 can comprise a network specifically created for monitoring sports wagers.
  • Sports data steam 114 can be any data stream that provides sports and betting data in real-time.
  • sports data stream 114 can be a Reuters® ticker, a SportsTicker® data stream, a STATS® data stream, or any other similar subscription based or free service.
  • sports data stream 114 is coupled to network 116 .
  • network 116 can comprise the Internet and/or a cellular telephone network.
  • network 116 can comprise a network specifically created for providing real-time sports data.
  • network 116 is the same as network 126 .
  • System 100 also can include a parser 118 .
  • Parser 118 pulls the data that is needed by system 100 from sports data stream 114 via network 116 .
  • system 100 can be designed to monitor bets only from certain sports. Therefore, sports data from every sport available in sports data stream 114 is not needed.
  • system 100 might not need to receive every statistic being distributed by sports data stream 114 .
  • system 100 may not need to receive information on every player's career statistics, or current season WHIP (walks and hits per inning pitched) for a pitcher.
  • Parser 118 can filter out this unneeded information.
  • System 100 might need all the current game statistics for each player competing in a particular baseball game being played.
  • Parser 118 permits this needed information to pass from network 116 to first database 120 .
  • data provided by sports data stream 114 is representative of the physical presentation of a sporting event.
  • system 100 might not need some information not related to the statistics of the sporting events.
  • the parser can separate out information such as the weather and any and all pre-game news or pre-game statistics that system 100 does not use.
  • system 100 can also include a first database 120 .
  • First database 120 is used to store the relevant sports data that has been received from parser 118 .
  • the data stored in database 120 can be sent to mobile device 110 , computer 112 , and/or a filter 122 .
  • Filter 122 is used by system 100 to filter the sports data in first database 120 into alerts created by one or more users. For example, each alert pertains to a specific wager placed on one or more sporting events. Therefore, the sports data for the sporting event of each alert is filtered out of the sports data stored in first database 120 .
  • the sports data that is filtered out of first database 120 is stored in second database 124 .
  • first database 120 and second database 124 can be a single database. In other embodiments, one or both of first database 120 and second database 124 can comprise more than one database.
  • the sports data applicable to user alerts stored in second database 124 can be sent to mobile device 110 and computer 112 via network 126 .
  • parser 118 can be part of a single computer or a set of computers.
  • FIG. 2 is a flow chart illustrating an example of a method 200 of monitoring at least one wager, according to a first embodiment.
  • Method 200 can also be considered a method for presenting the status of at least one wager.
  • method 200 can be a computer-implemented method and/or considered a method for executing one or more computer programs using one or more processors to monitor wagers.
  • Method 200 is merely illustrative of a technique for implementing the various aspects of certain embodiments described herein, and method 200 is not limited to the particular embodiments described herein, as numerous other embodiments are possible.
  • the various procedures and activities of method 200 can be performed by a single computer or a set of computers.
  • a first procedure of method 200 is a procedure 201 of receiving at least one alert.
  • FIG. 3 illustrates a flow chart that includes an example of procedure 201 ( FIG. 2 ), according to the first embodiment.
  • An example of procedure 201 ( FIG. 2 ) is illustrated in section 301 of FIG. 3 .
  • the first activity of procedure 201 is an activity 231 of receiving the creation of an alert.
  • An alert is a way of monitoring a particular bet or wager that is created by a user.
  • An alert allows a user to track in real-time one or more bets from multiple betting options and comprising one or more sports.
  • An alert also allows a user to monitor game lines, money lines, over/under lines, scores, statistics of each of the sporting events in the alert and the like, all in real-time.
  • an alert also allows a user to view a real-time win/loss probability of each bet placed on a sporting event in the alert.
  • a user can choose to add an alert from a menu on mobile device 110 ( FIG. 1 ) or computer 112 ( FIG. 1 ). Once a new alert has been added, a user can choose to rename the alert. As an example, an alert renamed by a user can have from approximately 10 to approximately 30 characters. It should be noted that any number of character limitations can be applied, in addition to not having any character limitation.
  • FIG. 4 shows an example of a first screen shot from mobile device 110 ( FIG. 1 ) during activity 231 .
  • procedure 201 ( FIG. 2 ) has an activity 232 of receiving the type of bet.
  • activity 232 There are a number of different bets, with a number of different bet options, that can be made by a user. Examples of different types of bets include: straight bets, parlays, parlay teasers, and progressive bets, among others. Any type of bet can be selected by the user in activity 232 . In addition, bets that are hereinafter developed may also be part of activity 232 .
  • betting options for team sports can comprise: money lines, point spreads or line, and over/under.
  • a money line comprises a better selecting a particular team to win a sporting event, regardless of the score.
  • Point spreads or line comprises a better selecting a team to win or lose a sporting event by at least a specific point differential, wherein the point differential is usually selected by odds makers.
  • Over/under comprises a better selecting whether the total combined score of the teams participating in a sporting event will be over or under a specific number, wherein the specific number is usually selected by odds makers.
  • betting options for individual sports can comprise match ups and odds.
  • Match ups comprise a better selecting an individual player to win between two selected players. Similar to a money line, a match up involves selecting the player to win, regardless of the odds.
  • Odds comprise a better selecting an individual player or team to win a sporting event or season.
  • Under an odds bet the winner is determined using odds, wherein the odds are usually set by odds makers.
  • the winnings from a winning wager in a odds bet can be the amount of money wagered, or can be a ratio or multiple of the money bet. Any type of bet option can be selected by the user in activity 232 .
  • a straight bet involves a wager on a single sporting event, in a single sport, on a single date. After a user selects a straight bet, a user is not allowed to choose any additional sporting events for that particular wager, because a straight bet by definition can only include a single sporting event. A user, however, can still place an additional wager involving another straight bet and/or a different type of bet.
  • a parlay, parlay teaser, and progressive bet allows a user to select more than one sporting event, across a variety of sports, on multiple dates. Therefore, if a user chooses a bet type, such as, for example, a parlay, parlay teaser, or progressive bet, that involves the possibility of choosing more than one sporting event, then a user is allowed to choose more than one sporting event.
  • FIG. 5 shows an example of a second screen shot from mobile device 110 ( FIG. 1 ) during activity 232 .
  • procedure 201 ( FIG. 2 ) has an activity 233 of receiving the sport of the sporting event or events on which a wager can be placed.
  • a user can choose football, baseball, or basketball, among other sports.
  • any sport can be chosen if system 100 ( FIG. 1 ) via sports data stream 114 receives sports data on that particular sport.
  • FIG. 6 shows an example of a third screen shot from mobile device 110 ( FIG. 1 ) during activity 233 .
  • Column 601 represents the number of sporting events currently taking place for that particular sport. For example, the screen shot of FIG. 6 indicates that there are seven (7) NBA (National Basketball Association®) games currently being played.
  • Column 602 represents the number of sporting events in progress and being monitored by the system for alerts that have already been created for a user. For example, there are three (3) NBA games currently being played in which a user has created alerts.
  • Column 603 represents the number of sporting events being monitored in which a user is currently winning a bet.
  • Column 604 represent the number of sporting events being monitored in which a user is currently losing a bet.
  • procedure 201 continues with an activity 234 of receiving the date of the sporting event for which the bet may have been placed.
  • a user chooses the date of the sporting event on which the user wants to create an alert based on a wager.
  • a user chooses the date of the sporting event on which the wager may be placed, and then a user can scroll through all the sporting events on that particular day and select the sporting event on which the user will create an alert.
  • a user while searching for a sporting event, a user will be allowed to see sporting event data, the lines, and the odds for the particular sporting events.
  • procedure 201 continues with an activity 235 of receiving a sporting event.
  • a user can choose to add the sporting event to the alert.
  • a user can add the sporting event by highlighting an “add” option on the selected sporting event.
  • a user can choose to update the money line, point spread, over/under, and/or odds of the sporting event. For example, a user can overwrite the lines or odds of the sporting event to the lines or odds that were actually bet.
  • the lines or odds are initially provided by sports data stream 114 ( FIG. 1 ). A user can highlight the line or odds that he desires to change and then insert the actual line for the wager that was placed.
  • a user is able to select the options of the bet. For example, a user can select a money line, a point spread, and/or an over/under bet. It should be noted that the types of betting options depends on the sport on which the wager has been placed.
  • FIG. 7 shows an example of a fourth screen shot from mobile device 110 ( FIG. 1 ) during activity 235 .
  • procedure 201 ( FIG. 2 ) continues with an activity 236 of receiving confirmation of the alert.
  • a user is able to view the sporting event or sporting events, in addition to lines or odds, that are included within the wager of the newly added alert. If the alert is properly constructed, a user can confirm the alert. On the other hand, if the alert is incorrect, a user can edit the newly added alert.
  • procedure 201 can also repeat activities 233 and/or 234 . This can allow for a user to edit his bets and/or add additional sporting events to an alert in the case of a parlay. For example, after a bet is added to an alert, additional sporting events can be added to the alert.
  • procedure 201 ( FIG. 2 ) of FIG. 3 is complete.
  • the sequence of activities 232 , 233 , 234 and 235 can be changed from the sequence previously described.
  • the sequence of activities 232 and 233 can be reversed, and/or activity 234 can occur before activities 232 and/or 233 .
  • Other variations are also possible.
  • Method 200 of FIG. 2 continues with a procedure 202 of receiving real-time updates.
  • the real-time updates can be received from sport data stream 114 ( FIG. 1 ).
  • the sports data is stored in a database, such as, for example, first database 120 ( FIG. 1 ) and/or second database 124 ( FIG. 1 ).
  • the sports data is sent to mobile device 110 ( FIG. 1 ) and/or computer 110 ( FIG. 1 ).
  • the sports data that is sent to the user via mobile device 110 ( FIG. 1 ) and/or computer 112 ( FIG. 1 ) can contain any information that may be relevant to the wager.
  • the sports data can be representative of a physical presentation of the sporting event, including, for example: the score of the sporting event, updated betting lines, event statistics for the players, event injuries, time remaining in the sporting event, and the like.
  • procedure 202 can be completed a plurality of times before moving on to procedure 203 .
  • real-time updates can be received whenever a critical event occurs in any one of the sporting events in which a bet is placed.
  • real-time updates can be received when one of the wagers of an alert is complete.
  • real-time updates can be received automatically after a predetermined period of time, such as, for example, every 15, 5, 3 or 1 minute.
  • real-time updates can be received before each time an alert is transmitted to be displayed, as seen in procedure 203 . Also, real-time updates can be received whenever requested by a user. In many examples, real-time updates can be received continuously and instantaneously, such as, within 5 seconds.
  • FIG. 3 illustrates a flow chart that includes an example of procedure 203 ( FIG. 2 ), according to the first embodiment.
  • Procedure 203 can be performed automatically and/or upon user request.
  • An example of procedure 203 ( FIG. 2 ) is illustrated in section 303 of FIG. 3 .
  • Procedure 203 has a first activity 241 of receiving a selection of an alert.
  • a user can use mobile device 110 ( FIG. 1 ) or computer 112 ( FIG. 1 ) to choose a particular alert from all of the alerts set up by a user to view.
  • the screen from which a user chooses a particular alert can also display some information about the available alerts.
  • the menu can display the alert name, along with the number of wagers in each alert.
  • the menu can also notify a user of how many wagers are currently winning, currently losing, or have not started yet.
  • the text of the wagers in each category comprises a different color.
  • FIG. 8 shows an example of a fifth screen shot from mobile device 110 ( FIG. 1 ) during activity 241 .
  • Column 801 represents the number of bets occurring in each alert that the user is currently winning
  • the screen shot of FIG. 8 indicates that there are three (3) sporting events in Alert 1 in which the user is currently winning
  • Column 802 represents the number of sporting events occurring in each alert that the user is currently losing. For example, there is one (1) sporting events in Alert 1 that the user is currently losing.
  • Column 803 represents the number of sporting events in each alert in which the sporting event that was bet on has not started. For example, there are zero (0) sporting events that have not started and that were bet on in Alert 1 .
  • procedure 203 ( FIG. 2 ) continues with an activity 242 of transmitting game results.
  • each of the sporting events associated with the alert is transmitted to a screen of a computing device, such as, for example, the screen of mobile device 110 ( FIG. 1 ) and/or computer 112 ( FIG. 1 ).
  • the real-time score of each of the sporting events in the alert is displayed on the screen, along with the time remaining in each sporting event.
  • the real-time status of each of the sporting events can also be displayed on the screen.
  • the screen can display the real-time status of over/under bets and the status of the point spread.
  • wagers that are currently winning or won can be displayed in a different color than those that are currently losing or that are lost.
  • the wagers that haven't started can be displayed in yet another color.
  • FIG. 9 shows an example of a sixth screen shot from mobile device 110 ( FIG. 1 ) during activity 242 .
  • Column 901 represents the current score of each of the sporting events. As an example, in the game between the Mavericks and Timberwolves, the Mavericks are leading thirty-six (36) to twenty-eight (28).
  • Column 902 represents the point spread that was bet and the current point spread of the game. As an example, in the game between the Thunder and Spurs, the “+5” indicates that the Spurs are currently winning by five (5), and the “+6” indicates that the point spread bet was that the Spurs could lose by as much as six (6).
  • Column 903 represents the over/under of each of the sporting events on which the user bet.
  • the 64 indicates that the total score of the two teams combined is sixty-four (64) points.
  • the 205 indicates that the user bet that the combined score would be greater than 205 points.
  • Column 904 represents the probability that the user will win that particular bet.
  • the user has a probability of seventy-five percent (75%) of winning the bet of the point spread and the over/under.
  • activity 242 can also include determining and transmitting a real-time probability that a particular wager will win or lose.
  • the probability transmitted is a probability that the wager entered by a user will win, and is not a probability that one team or the other will win the sporting event.
  • the probability can be determined in a variety of ways. The probability used, however, is determined by transforming data representative of the physical presentation of the sporting event at the current point in time to the probability. For example, the probability can be determined according to the current score of the sporting event. Each team has scored so many points per minute. Therefore, each team's total points in the game are divided by the time played. Then, the points are extrapolated to the total time in the sporting event to determine what the final outcome of the sporting event will be according to the current score and current time elapsed in the sporting event.
  • the probability is determined by transforming data representative of the physical presentation of the sporting event only after the sporting event has commenced. Data related to events or statistics before the game has commenced, such as, for example, historical statistics related to the two teams or individuals involved in the sporting event, is not used in this embodiment.
  • the probability can take into account the current score of the sporting event in addition to data other than the current score.
  • the probability can take into account the momentum of the sporting event by taking into account more than one scoring rate.
  • the probability can take into account a number of different periods of scoring, so that the momentum of the sporting event can be more accurately reflected in the probability. Therefore, the probability can be updated throughout a sporting event based on a variety of different factors.
  • the following formula can be used to determine the scoring rate per minute (SRM) of each team for a four quarter game, such as basketball:
  • the SRM uses the score of many different scoring periods.
  • the SRM uses the total game points, points in the first quarter, points in the second quarter, points in the third quarter, points in the fourth quarter, and points in the last three minutes played in the game.
  • the weight is a factor that can be used to adjust the probability of winning the bet according to events that have taken place during the sporting event and/or how relevant the time period is in determining a prediction of the final score of a sporting event.
  • the weight of each of the six time periods can be adjusted according to how recent that particular factor occurred. For example, a time period that occurred earlier in the game, e.g. 1ET, can have a weight that is lower than a time period that occurred later in the game, e.g. 3ET, because the more recent time period (3ET) is a greater indicator of the current momentum of the game than the earlier time period (1ET).
  • Team A has 68 total points, with 27 points in the first quarter, 20 points in the second quarter, and 21 points in the third quarter.
  • Team B has 68 total points, 23 points in the first quarter, 25 points in the second quarter, and 20 points in the third quarter.
  • Team A has scored 10 points in the last three minutes, and Team B has scored 6 minutes in the last three minutes.
  • the first quarter time period (1ET) has a weight of 0.8; the second quarter time period (2ET) has a weight of 0.9; the third quarter time period (3ET) and total game time period (TET) have weights of 1; and the time period of the last three minutes has a rate of 1.1.
  • the outcome can be predicted by calculating the points each team will score in the remainder of the game (PS) and adding it to the current score.
  • the points each team will score in the remainder of the game can be calculated with the following formula:
  • the PS for each team can also be weighted. Weights for each of the these calculations can be determined by the factors of the game. Such factors include, for example, injuries, fouls, etc. For example, assume a first player on Team B is injured during the game and cannot play. This injury can cause Team A to have a weight of 1.0, which means there is no effect on the predicted number of points that Team A will score during the remainder of the game; and cause Team B to have a weight of 0.9, which indicates that the predicted number of points that Team B will score during the remainder of the game will decrease. In addition, assume a second player on Team B has a high number of fouls.
  • This condition can cause Team A to have a weight of 1.05, which indicates that the predicted number of points that Team A will score during the remainder of the game will increase (a player with a high number of fouls will theoretically have less playing time on the court, and if this player is a good defensive player, the predicted number of points that Team A will score during the remainder of the game can increase); and cause Team B to have a weight of 1.0, which indicates that there will be no effect on the predicted number of points that Team B will score during the remainder of the game.
  • the various weights can be determined via data mining historic data to determine the appropriate values for the weights of various time intervals and weights of events that occur during a sporting event. Under these assumptions, if the first Team B player is injured and the second Team B player has a high number of fouls, the PS for each team is adjusted as follows:
  • the total predicted scores are rounded down to the nearest integer. This rounding scheme is used because there cannot be a fraction of points in sporting events, and therefore, a point isn't projected unless the total point is projected. In other embodiments, the total points are rounded to the nearest integer as commonly done in mathematics (i.e., anything ending in 0.50 or higher is rounded up, while anything ending in 0.49 or lower is rounded down).
  • a probability of winning the wager can be calculated using one or more of the following: (a) historical data from similar or comparable games; (b) the momentum of the game (e.g., the projected difference); (c) other outside factors that provide some information about the likely result of the game; or (d) a combination of two or more of (a)-(c).
  • this analysis uses the current score in the game and considers how teams faired in similar or identical situations in past games.
  • the analysis can access records or a database of past game results and determine the outcome of previous games with the current point difference and the current time remaining in the game.
  • the percentage of the time that a team won or lost a game can be calculated given the current score and time remaining
  • the average final point difference can be determined. From this data, a percentage of time that a team wins by the wagered point spread can be calculated.
  • the analysis can use the projected difference and calculate how many times in similar or comparable sporting events that the projected difference been at least the margin of victory for a team. For example, based on the historical records of professional basketball games, the team leading by 4 points with 11:00 minutes remaining in the second quarter finished with a projected point difference of at least 4 points in 54% of the games.
  • the two percentages discussed above are averaged to find the probability of winning:
  • the historical data can be scored from a predetermined number of games (e.g., the last 1,000 games in a league, all of the games in the league from the last 10 years, etc.).
  • the database can include the scores of the last 1,000 professional basketball games in 30 second or one minute intervals.
  • the database could include the scores after each out in each inning (e.g., the score after one out in the first inning, two outs in the first inning, etc.) of all of the professional baseball games in the last 5 years.
  • the calculation of the probability of winning could use other factors that provide information about the potential outcome of the game. For example, information about the players and coaches, the location of the game, public or private odds of a team winning can be factored into the calculation of the probability of winning.
  • a team's probability of winning could be increased by a first predetermined percentage if the team was playing at home or be decreased by a second predetermined percentage if a star player of the team was not playing in the game.
  • procedure 203 ( FIG. 2 ) of FIG. 3 continues with an activity 243 of receiving a selection of any of the sporting events in the alert.
  • a sporting event is selected, more detailed information is presented to a user on computer 112 and/or mobile device 110 , and a user can view the real-time game statistics after an activity 244 of transmitting game statistics.
  • scoring leaders, rebounding leaders, and assist leaders in addition to the score of the sporting event (including scores from each quarter, period, inning, etc.) for each team can be presented.
  • Any information that is delivered to system 100 ( FIG. 1 ) can be transmitted to mobile device 110 ( FIG. 1 ) or computer 112 ( FIG. 1 ).
  • a user can choose what elements he wants displayed when a sporting event is chosen.
  • procedure 203 ( FIG. 2 ) is complete.
  • procedure 203 ( FIG. 2 ) can also repeat activity 242 . This can allow for a user to receive a transmission of more than one alert. For example, after one alert has been transmitted to a user via mobile device 110 ( FIG. 1 ) and/or computer 112 ( FIG. 1 ), one or more additional alerts can be transmitted to a user.
  • FIG. 10 shows an example of a seventh screen shot from mobile device 110 ( FIG. 1 ) during activity 244 .
  • the number of element 1004 represents the probability, seventy-five percent (75%) in this example, that the user will win the bet for the sporting event selected.
  • Element 1005 represents the real-time game clock of the sporting event. As an example, there is one minute and 12 seconds (1:12) remaining in the third quarter of the sporting event selected in FIG. 10 .
  • the information in box 1006 represents the scoring statistics for both teams at the current point in the sporting event.
  • the Mavericks have sixty-nine (69) total points, have a point spread of “+11” or have eleven (11) more points than the Timberwolves; the point spread bet was Mavericks “+8” or the Mavericks would not lose by more than (8); and the current over/under or total points is 127 and the bet over/under was 205 points.
  • the information of box 1007 represents the first half statistics of the sporting event. As an example, the Mavericks scored twenty-two (22) points in the first quarter, twenty-three (23) points in the second quarter, a total of forty-five (45) points in the first half, and “+7” or seven (7) more points than the Timberwolves in the first half.
  • the information of box 1008 represents the second half statistics of the sporting event. For example, the Mavericks scored twenty-four (24) in the third quarter; the fourth quarter has not started; the Mavericks have scored twenty-four (24) points in the second half; the Mavericks have scored “+4” or four (4) more points than the Timberwolves in the second half; and a total of forty-four points have been scored in the second half between the two teams.
  • the information of box 1009 represents the individual statistical leaders for various categories of the two teams. For example, the statistical leaders (along with their statistics) in points (“Pts”), rebounds (“Reb”), and assists (Ast) for each team are listed.
  • method 200 can also repeat procedure 202 .
  • system 100 transmits alerts to mobile device 110 ( FIG. 1 ) and/or computer 112 ( FIG. 1 )
  • system 100 ( FIG. 1 ) can receive further real time updates.
  • Method 200 of FIG. 2 can also include a procedure (not shown) of receiving alterations to alerts, which can occur any time after procedure 201 .
  • FIG. 3 illustrates a flow chart that includes an example of the procedure of receiving alterations to alerts. An example of the procedure of receiving alterations to alerts is illustrated in section 304 of FIG. 3 .
  • the procedure of section 304 can include an activity 251 of transmitting alert details. Once an alert has been chosen for editing, the details of the alert can be transmitted to mobile device 110 ( FIG. 1 ) and/or computer 112 ( FIG. 1 ), where the details of the alert can be displayed.
  • the details of the alert can include, for example, each of the sporting events wagered on, the spreads, over/under, etc.
  • the procedure of section 304 can include an activity 252 of receiving instructions to remove or edit an alert.
  • a user can choose to delete any particular bet in the alert.
  • a user can choose to edit the details of the alert, such as, for example, the lines or over/under.
  • the system proceeds to edit/delete the bet(s). If the bet is being deleted the system proceeds with activity 253 . If the bet is being edited, the process of editing the alert can be similar to or the same as the process for creating the alert.
  • the procedure of section 304 proceeds with an activity 253 of receiving confirmation of the alert.
  • a user can choose to confirm the edited alert, or alternatively, can choose to edit the alert further.
  • the procedure of section 304 is complete.
  • Another embodiment of method 200 in FIG. 2 includes transmitting sports results (not shown in FIG. 2 ), as shown in Section 305 in FIG. 3 .
  • sports results (not shown in FIG. 2 ), as shown in Section 305 in FIG. 3 .
  • a user may not have placed a wager on any particular sporting event, but wants to view the results, statistics, probabilities of a particular team winning, the line, etc.
  • the transmission of sports results can be performed in addition and/or in place of procedure 203 in FIG. 2 .
  • the transmission of sports results can be performed without requiring a user to create an alert.
  • Section 305 includes a procedure 261 of receiving a sport from a user via mobile device 110 and/or computer 112 .
  • Procedure 261 can be similar to or the same as activity 233 of receiving a sport selection.
  • method 305 includes a procedure 262 of receiving a date from a user via mobile device 100 and/or computer 112 .
  • a user can select a date for the particular sporting event for which a user is searching.
  • the data can include past, present, and/or future dates.
  • Procedure 262 can be similar to or the same as activity 234 .
  • method 305 includes a procedure 263 of transmitting game results.
  • a user will be directed to a screen on mobile device 110 and/or computer 112 in which each of the sporting events for that particular date are displayed.
  • Each of these sporting events can include the current score, if any.
  • the probability of each sporting event can also be displayed for a given line. Similar to the probability described with respect to activity 242 ( FIG. 3 ), the probability can be determined by transforming data representative of the physical presentation of the sporting event, such as, for example, using events and statistics of the sporting event after the sporting event has started.
  • procedure 305 continues with a procedure 264 of receiving a sporting event from a user via mobile device 110 and/or computer 112 .
  • Procedure 264 can be similar to or the same as activity 243 of selecting a sporting event.
  • procedure 265 of transmitting game statistics to mobile device 110 and/or computer 112 .
  • Procedure 265 can be the same as or similar to activity 244 of transmitting game statistics. After procedure 265 , method 305 is complete.
  • method 305 can also repeat activities 261 , 262 , and/or 263 .
  • This can allow for a user to receive transmissions of more than one sporting event. For example, after the transmission of game statistics to mobile device 110 and/or computer 112 , a user may want to receive a transmission of statistics from another sporting event. Therefore, method 305 can proceed to procedure 261 for a new sport, procedure 262 for a new date, and/or procedure 263 for game results and probabilities so the user can choose a new sporting event.
  • method 200 ( FIG. 2 ) and its procedures and their activities ( FIG. 3 ) are merely exemplary. Many of the procedures and activities can be rearranged without limiting the scope of the invention.
  • procedure 242 can occur after procedures 243 and 244
  • procedure 263 can occur after procedures 264 and 265
  • sequence of procedures 261 and 262 can be reversed.
  • the order of the procedures and activities is exemplary and is not intended to limit the scope of the invention.
  • FIG. 11 illustrates an overview of a system 1100 for organizing and displaying wagers in real-time, according to a second embodiment.
  • System 1100 is merely exemplary and is not limited to the embodiments presented herein. System 1100 can be employed in many different embodiments or examples not specifically depicted or described herein.
  • System 1100 can comprise three different sections: front end 1197 , middleware 1198 , and backend 1199 .
  • Front end 1197 can comprise components of system 1100 and can be used by a user to interact with system 1100 .
  • Middleware 1198 can comprise components that make up the business logic of system 1100 .
  • Backend 1199 can comprise components that supply or store data to system 1100 .
  • Each of middleware 1198 and backend 1199 can be part of a single computer or a set of computers, or they can be part of the same computer(s).
  • the components of system 1100 can comprise elements that are similar to or the same as elements present in system 100 of FIG. 1 .
  • data that is contained in backend 1199 of system 1100 can be received via one or more sports data streams 1114 that are similar to or the same as sports data stream 114 .
  • data that is present in backend 1199 of system 1100 may have been parsed by a parser similar to or the same as parser 118 .
  • data can be filtered before passing to front end 1197 by a filter that is similar to or the same as filter 122 .
  • the data can be stored in one or more databases that can be similar to or the same as database 120 and/or 124 .
  • Front end 1197 can comprise components that are used by public users to interact with system 1100 .
  • a user is able to communicate with components of system 1100 , as well as receive communications from components of system 1100 .
  • Front end 1197 can include one or more mobile devices and computers, including mobile device 1110 and computer 1112 .
  • Mobile device 1110 and computer 1112 can be similar to mobile device 110 ( FIG. 1 ) and computer 112 ( FIG. 1 ), respectively.
  • Mobile device 1100 and computer 1112 allow a user to create alerts, similar to or the same as those described in procedure 201 of method 200 ( FIG. 2 ).
  • mobile device 1110 and computer 1112 also allow a user to view the display of created alerts, similar to or the same as that described in procedure 203 of method 200 ( FIG. 2 ).
  • mobile device 1110 and computer 1112 allow a user to view sports data, similar to or the same as that described in 305 ( FIG. 3 ).
  • mobile device 1110 and computer 1112 can allow a user to register an account, maintain his account, manage funds, manage any fantasy wagers, and obtain sports scores and statistics.
  • Mobile device 1110 can be any type of device that can receive data wirelessly from an external source.
  • mobile device 1110 can be an iPhone® device, a Blackberry® device, a telephone with an AndroidTM operating system, mobile telephone, a PDA (personal digital assistant), an MP3 player, portable computers, and other similar devices.
  • Computer 1112 can be any computer that has access to the Internet or similar network.
  • mobile device 1110 and/or computer 1112 can be used to access system 1100 via social networking websites, such as, for example, Facebook®, MySpaceTM, etc.
  • front end 1197 can also include the ability to register one or more affiliate websites 1113 .
  • affiliate website(s) 1113 can be used for affiliate marketing programs.
  • affiliate website(s) 1113 can be used to draw users to the website accessed via computer 1112 and/or mobile device 1110 .
  • System 1100 also comprises middleware 1198 .
  • Middleware 1198 comprises the business logic for system 1100 .
  • middleware 1198 uses the Java® programming language to implement the business logic of the system. It should be noted that other programming languages might also be used.
  • Middleware 1198 comprises different systems, each of which have their own components.
  • middleware 1198 can comprise a game update system 1170 , a registration system 1176 , and a payment processing system 1185 .
  • the components of game update system 1170 , registrations system 1176 , and payment processing system can communicate with one or more components of front end 1199 .
  • the various systems of middleware 1198 can comprise one or more databases to store data.
  • system 1100 also comprises backend 1199 .
  • Backend 1199 comprises components that supply data to system 1100 .
  • the components of backend 1199 communicate with the systems of middleware 1198 .
  • Game update system 1170 is a system that processes real-time scores, statistics, and point spread data from various sports. In addition, game update system 1170 can also process and/or store historical scores and statistics from sports. Furthermore, game update system 1170 can process data from sporting events that are to occur at some point in the future. For example, game update system 1170 can process data related to schedules of games/sporting events and point spread data.
  • Game update system 1170 can receive game data, as represented by box 1173 and games information, as represented by box 1174 .
  • Game data 1173 and game information 1174 can comprise data representative of the physical presentation of a sporting event.
  • Game data 1173 and game information 1174 are part of backend 1199 of system 1100 .
  • Game data 1173 and game information 1174 can be provided to game update system 1170 via an external source.
  • sports data stream 1114 can supply game data 1173 and game information 1174 to game update system 1170 .
  • sports data stream can be the same as or similar to sports data stream 114 .
  • sports data streams 1114 can be parsed before game data 1173 and game information 1174 is passed to game update system 1170 .
  • Game data 1173 and game information 1174 can be stored in system 1100 within one or more databases.
  • Game data 1173 can comprise scores and statistics for sporting events that are in progress, as well and scores and statistics for past sporting events.
  • game data 1173 can include the score of a professional basketball game between Team A and Team B.
  • game data 1173 can also include team and player statistics for the two teams in the game.
  • Game information 1174 can comprise scheduling and point spread data for sporting events that are in the future or sporting events that are in progress.
  • game information may include other data about the sporting event, such as, for example, starting lineups of the two team playing. It should be noted that different types of sporting events can have different types of data. For example, basketball may have a point spread, but golf may include a match up between players.
  • game data 1173 and game information 1174 comprises data that is representative of a sporting event, and the data can be transformed into a probability that a wager placed on the sporting event by a user will succeed.
  • the probability can be the same as or similar to the probability discussed with respect to activity 242 ( FIG. 3 ) of procedure 203 ( FIG. 2 ).
  • Game data 1173 and game information 1174 are directed to game update system 1170 .
  • Game update system 1170 can comprise two components, game notification component 1171 and game details component 1172 .
  • Game notification component 1171 and game details component 1172 each communicate with components of front end 1197 .
  • game notification component 1171 and game details component 1172 each communicate with mobile device 1110 and computer 1112 via the system website using data pushing and/or data pulling techniques.
  • Game notification component 1171 allows a user to be notified when there is a change in status of a sporting event.
  • Game notification component 1171 pushes data regarding sporting events that are in progress, or recently in progress, to a user via mobile device 1110 or computer 1112 .
  • game notification component 1171 can push data regarding score changes, update in time remaining, wins, losses, change in the probability of successful wager, etc. to a user.
  • game notification component 1171 will push information to a user for sporting events in which a user has created an alert.
  • game notification component 1171 will push information to a user for sporting events in which a user indicated that he wanted to receive updates.
  • Game details component 1172 allows a user to view information about sporting events. For example, game details component 1172 will present to a user, via mobile device 1110 or computer 1112 , information on sporting events that a user has requested. Such information can include, for example, schedules of games, scores of games, team statistics in games, player statistics in games, and statistical summaries of games. Furthermore, game details component 1172 allows a user to review data from past, in progress, and future sporting events.
  • both mobile device 1110 and computer 1112 are connected to both game notification component 1171 and game details component 1172 . Therefore, a user can access information from both game notification component 1171 and game details component 1172 via mobile device 1110 and computer 1112 .
  • Registration system 1176 is a system that provides components for managing users, groups, and/or fantasy leagues. As an example, registration system 1176 has components that allow the user to manage alerts. In addition, in some embodiments registration system 1176 allows a user to manage fantasy components.
  • Registration system 1176 can store and receive data in the form of a wager data, as represented by box 1179 , and fantasy data, as represented by the group of boxes 1180 .
  • Wager data 1179 and fantasy data 1180 are components of backend 1199 of system 1100 .
  • Wager data 1179 and fantasy data 1180 can be provided to system 1100 via an external source.
  • wager data 1179 and fantasy data 1180 can be entered into registration system 1176 by a user via mobile device 1110 or computer 1112 .
  • portions of fantasy data 1180 can be entered into registration system 1176 by a different user. For example, a first user would be a user that creates a fantasy league and creates the rules of the league, the group, etc.
  • the first user can invite additional users into the created fantasy league.
  • the first user then can send the invited users an email message inviting the invited users to join the created fantasy league.
  • the invited users can then accept or reject the invitation to join the fantasy league.
  • Wager data 1179 and fantasy data 1180 can be stored by system 1100 with one or more databases.
  • Wager data 1179 can comprise information related to wagers and alerts created by a user. As an example, wager data 1179 can comprise all the information related to alerts created by a user. This data will include all of the wagers included in the various alerts. In addition, wager data 1179 can comprise data related to several different types of available wagers. For example, wager data 1179 can include information related to the rules of the different types of available bets (e.g., parlay, money line, point spread, progressive, etc.). Furthermore, wager data 1179 can comprise any data related to the various types of available bets.
  • Fantasy data 1180 can comprise information on various components on fantasy leagues to which a user belongs.
  • fantasy league in the context of system 1100 comprises a league in which a group of participants compete with each other by making wagers in accordance with rules set up by the participants.
  • each participant in the league will have an ability to make wagers with fake currency.
  • the league will last for a certain period of time, such as, for example, the length of the National Football League® season. At the end of the season, the winner will be the participant with the most currency.
  • the participants of the league can create a series of rules that will govern the play of the league.
  • Fantasy data 1180 can comprise different pieces of data.
  • fantasy data 1180 can comprise league data 1181 , league criteria data 1182 , and fund management data 1183 .
  • League data 1181 can include data that organizes various users into fantasy leagues. Each league has a group of participants that forms the league. League data 1181 can include data that associates different users with different fantasy leagues.
  • League criteria data 1182 is data that includes the rules for the various fantasy leagues.
  • a fantasy league may limit the number of bets made per week, limit the amount of money to be wagered, limit the betting to one sport, or one conference in one sport, etc.
  • each league can also have specific progressions or restrictions for betting on multiple sporting events. For example, some leagues can be arranged so that its participants can only place bets on a single team. In other leagues, the rules can be set so that a participant cannot place a wager that a particular team will win more than once, similar to a suicide betting game.
  • Fund management data 1183 can include data that allows users to track wins and loses for multiple sporting events throughout a user's history with system 1100 .
  • fund management data 1183 can also include data that is used to track each participant's currency in a fantasy league. It should be noted that fund management data 1183 can also include data that is not related to fantasy leagues, and simply allows a user to review his wager history.
  • Wager data 1179 and fantasy data 1180 are directed to registration system 1176 .
  • Registration system 1176 can comprise two components, wager management component 1177 and fantasy component 1178 .
  • Wager management component 1177 and fantasy component 1178 each communicate with front end 1197 components.
  • Wager management component 1177 allows a user to manage his various wagers. For example, wager management component 1177 allows a user to create, edit, delete, and view all of the alerts that a user has created. In addition, wager management component 1177 allows a user to create, edit, delete, and view all of the bets that a user has created in an alert.
  • Fantasy component 1178 allows a user to compete in fantasy leagues and view the results and status of a user's leagues. Fantasy component 1178 allows a user to create a fantasy league. In creating a fantasy league, a user will invite a group of participants to compete in the league, create the rules specific to the league, etc. In addition, fantasy component 1178 can send out alerts and message to the participants of the league. In some examples, fantasy component 1180 can send out messages inviting potential participants invited by the creator of the league to join the league. In addition, fantasy component 1178 can tabulate the results of the league and compare the results of the wagers of the participants. Furthermore, fantasy component 1178 can calculate the probability of any participant in a league winning the league. This probability does not focus on a single bet, but instead focuses on the probability that a participant will be the best better of the group.
  • both mobile device 1110 and computer 1112 are connected to both wager management component 1177 and fantasy component 1178 . Therefore, a user can access both of wager management component 1177 and fantasy component 1178 via mobile device 1110 and computer 1112 .
  • Payment processing system 1185 is a system that allows users to manage their accounts. In addition, payment processing system 1185 also can provide business logic to support affiliated websites.
  • Payment processing system 1185 can receive and store user data, as represented by box 1188 , and reporting/analytical data from one or more external websites, as represented by box 1189 .
  • User data 1188 and reporting/analytical data 1189 are part of backend 1199 of system 1100 .
  • User data 1188 and reporting/analytical data 1189 can be provided to payment processing system 1185 via an external source.
  • user data 1188 can be provided to system 1100 via a user.
  • a user can provide user data 1188 to system 1100 via computer 1112 and/or mobile device 1110 .
  • User data 1188 can be stored by system 1100 by one or more databases.
  • Reporting/analytical data 1189 can be provided to system 1100 via one or more websites that provide data about the performance of system 1100 , as well as other potential information.
  • User data 1188 can comprise data related to one or more users.
  • user data 1188 can comprise data related to a user's accounting information.
  • Such information can include, for example, a user's address, user's payment information (i.e., credit card information), user's account balance, etc. Any data related to a user's personal information and a user's payment information can be included in user data 1188 .
  • Reporting/analytical data 1189 can comprise data supplied by front end 1197 and external websites that can supply analytical information to system 1100 .
  • Reporting/analytical data 1189 can include data related to the performance of system 1100 , such as, for example, information about the performance of the website that a user accesses via computer 1112 .
  • reporting/analytical data 1189 can include data related to the performance of affiliate website 1113 , leveraging service logs, external analytical tools, etc.
  • Payment processing system 1185 can comprise two components, account management component 1186 and affiliate program component 1187 .
  • Account management component 1186 and affiliate program component 1187 each communicate with front end 1197 components.
  • account management component 1186 can communicate with mobile device 1110 and computer 1112
  • affiliate program component 1187 can communicate with affiliate website 1113 .
  • Account management component 1186 allows a user to manage his account information with system 1100 .
  • Account management system 1186 can provide a user with account status, billing information, and similar features for managing a user's account and handling user's payment.
  • a user can access his payment information that is stored in payment processing system 1185 .
  • a user can pay his account balance, change user information, view the account balance, etc.
  • account management component 1186 and payment processing system 1185 are not used to place wagers, but are used to pay for a user's access to the real-time probability of winning the user-selected wagers, regardless of whether the wagers were actually placed. For example, a user can subscribe to a monthly subscription service that allows the user to access system 1100 to monitor his wages.
  • affiliate program component 1187 allows system 1100 to communicate with one or more affiliate websites 1113 .
  • affiliate program component provides the business logic to support affiliate website(s) 1113 .
  • affiliate website(s) 1113 can be used for affiliate marketing programs.
  • affiliate website(s) 1113 can be used to draw users to a website controlled by system 1100 and accessed via computer 1112 and/or mobile device 1110 .
  • system 1100 illustrated in FIG. 11 is merely exemplary. Changes can be made to system 1100 without limiting the scope of the invention.
  • any of the elements of front end 1197 can communicate with any of the elements of middleware 1198
  • any elements of middleware can communicate with any elements of backend 1199 .
  • user data 1188 can be received not only by payment processing system 1185 , but also by registration system 1176 . When a user registers with system 1100 , he may need to supply payment information, address, etc. to complete the registration.
  • embodiments and limitations disclosed herein are not dedicated to the public under the doctrine of dedication if the embodiments and/or limitations: (1) are not expressly claimed in the claims; and (2) are or are potentially equivalents of express elements and/or limitations in the claims under the doctrine of equivalents.

Abstract

A method of monitoring one or more bets includes: (a) receiving an alert comprising at least one wager on at least one sporting event; (b) receiving real-time updates comprising data representative of the at least one sporting event; (c) transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager; and (d) transmitting the real-time probability of success to be displayed at a computing device. Other embodiments are also disclosed herein.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This patent application claims the benefit of U.S. Provisional Application No. 61/226,180, filed Jul. 16, 2009.
  • FIELD OF INVENTION
  • This invention relates generally to a system and method of monitoring sport bets. More particularly, this invention relates to real-time monitoring of bets made by users.
  • BACKGROUND OF THE INVENTION
  • Sports betting is a popular and growing pastime. There are a number of different types of bets that can be made, and a person can place a bet on just about any sport in the world. In addition, with the addition of statistics available to everyone, bookmakers are continually creating unique packages to attract potential betters. A frequent sports better can make multiple wagers in a week. The wagers can include multiple sporting events and multiple sports. Therefore, it is often difficult to keep track of the bets and get updates in real-time. A better often is involved with several sporting events occurring at the same time. A better can sit for hours watching many different sources of information, such as, for example, the television, radio, Internet, and casino sports books.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • The invention will be better understood from a reading of the following detailed description, taken in conjunction with the accompanying figures in the drawings in which:
  • FIG. 1 illustrates a block diagram of an example of a system for monitoring bets, according to a first embodiment;
  • FIG. 2 illustrates a flow chart of an example of a method of monitoring bets, according to the first embodiment;
  • FIG. 3 illustrates a flow chart of an example of various procedures and methods, according to one or more embodiments;
  • FIG. 4 illustrates an example of a first screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 5 illustrates an example of a second screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 6 illustrates an example of a third screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 7 illustrates an example of a fourth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 8 illustrates an example of a fifth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 9 illustrates an example of a sixth screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment;
  • FIG. 10 illustrates an example of a seventh screen shot of a mobile device displaying a method of monitoring bets, according to the first embodiment; and
  • FIG. 11 illustrates a block diagram of an example of a system for monitoring bets, according to a second embodiment.
  • For simplicity and clarity of illustration, the drawing figures illustrate the general manner of construction, and descriptions and details of well-known features and techniques may be omitted to avoid unnecessarily obscuring the invention. Additionally, elements in the drawing figures are not necessarily drawn to scale. For example, the dimensions of some of the elements in the figures may be exaggerated relative to other elements to help improve understanding of embodiments of the present invention. The same reference numerals in different figures denote the same elements.
  • The terms “first,” “second,” “third,” “fourth,” and the like in the description and in the claims, if any, are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the terms so used are interchangeable under appropriate circumstances such that the embodiments described herein are, for example, capable of operation in sequences other than those illustrated or otherwise described herein. Furthermore, the terms “include,” and “have,” and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, device, or apparatus that comprises a list of elements is not necessarily limited to those elements, but may include other elements not expressly listed or inherent to such process, method, system, article, device, or apparatus.
  • The terms “left,” “right,” “front,” “back,” “top,” “bottom,” “over,” “under,” and the like in the description and in the claims, if any, are used for descriptive purposes and not necessarily for describing permanent relative positions. It is to be understood that the terms so used are interchangeable under appropriate circumstances such that the embodiments of the invention described herein are, for example, capable of operation in other orientations than those illustrated or otherwise described herein.
  • The terms “couple,” “coupled,” “couples,” “coupling,” and the like should be broadly understood and refer to connecting two or more elements or signals, electrically, mechanically and/or otherwise. Two or more electrical elements may be electrically coupled together but not be mechanically or otherwise coupled together; two or more mechanical elements may be mechanically coupled together, but not be electrically or otherwise coupled together; two or more electrical elements may be mechanically coupled together, but not be electrically or otherwise coupled together. Coupling may be for any length of time, e.g., permanent or semi-permanent or only for an instant.
  • An electrical “coupling” and the like should be broadly understood and include coupling involving any electrical signal, whether a power signal, a data signal, and/or other types or combinations of electrical signals. A mechanical “coupling” and the like should be broadly understood and include mechanical coupling of all types. The absence of the word “removably,” “removable,” and the like near the word “coupled,” and the like does not mean that the coupling, etc. in question is or is not removable.
  • DETAILED DESCRIPTION
  • In some embodiments of the present invention, a system and method of monitoring and displaying wagers are disclosed. The systems and methods include providing a way for users to register for a service that allows the users to individually monitor and track wagers of sporting events that the users have made or, in some instances, just want to monitor. The systems and methods allow users to view the status of wagers inputted into the system in real-time.
  • The status of the wagers includes scores of the sporting events, received in real-time. In addition, embodiments of the present invention transform data signals representative of a current physical manifestation of a sporting event into a probability that the user who entered the wager will win that wager. In some examples, the data is transformed into the probability using only specific events in the sporting event that take place after the sporting event has started. In such examples, the data representing the sporting event can comprise the score of the sporting event, scores for different periods of the sporting event, individual player statistics for the sporting event, and critical events that have occurred during the sporting event, such as, for example, an injury to a key participant in the sporting event or circumstances that indicate that a key participant may not be able to play or play as often as expected. In addition, the probability of winning the bet can be updated in real-time and on a consistent basis. In one embodiment, real-time data is less than five minutes old. In another embodiment, real-time data can be data that is less than three minutes old, and in a further embodiment, real-time data can be data less than one minute old. In yet another embodiment, real-time data can be data that is less than 30 seconds old, and in a further embodiment, real-time data is data that is instantaneous. Therefore, users can see the real-time probability that they will win their respective bets at any point of time during the contest.
  • In addition, some embodiments allow the creation of a fantasy betting league. A fantasy betting league allows users to use the same systems and methods as the monitoring and displaying of wagers. The participants of the fantasy betting league can enter fictional or real wagers into the system. The system will monitor and calculate the results of the wagers to determine which user has placed the best wagers within his league. In addition, the systems and method of the present invention allow users to view the real-time probability that a participant will win his league, irrespective of any single bet, but based on the totality of his respective bets. In this way, users in the league can determine who placed the better or best set of wagers.
  • Some embodiments include a method for executing one or more computer programs using one or more processors to monitor wagers. The method can include: (a) receiving an alert comprising at least one wager on at least one sporting event; (b) receiving real-time updates comprising data representative of the at least one sporting event; (c) transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager; and (d) transmitting the real-time probability of success to be displayed at a computing device.
  • In another embodiment, a computer-implemented method of monitoring wagers can include: (a) receiving at least one wager comprising at least one bet on at least one sporting event; (b) receiving first real-time data representative of the at least one sporting event; (c) determining a real-time probability of success for the at least one bet on the at least one sporting event by transforming the first real-time data into the probability; (d) transmitting the at least one wager and the probability of success for the at least one bet on the at least one sporting event to a computing device; (e) receiving second real-time data representative of the at least one sporting event; (f) updating the real-time probability of success after receiving the second real-time data; and (g) transmitting the updated real-time probability to the computing device
  • Other embodiments include a system for monitoring and displaying wagers. The system can include: (a) a middleware; and (c) a backend comprising real-time data, wherein the middleware is configured to receiving the real-time data from the backend, applying the real-time data to at least one alert, arranging the real-time data, and sending the arranged real-time data to a front end, wherein the real-time data comprises data representative of one or more sporting events, and wherein the at least one alert comprises at least one wager on one of the one or more sporting events.
  • Turning to the drawings, FIG. 1 illustrates an overview of a system 100 for monitoring and displaying wagers in real-time, according to a first embodiment. System 100 is merely exemplary and is not limited to the embodiments presented herein. System 100 can be employed in many different embodiments or examples not specifically depicted or described herein.
  • In the embodiment of FIG. 1, system 100 comprises at least one computing device, such as, for example, a mobile device 110 and/or a computer 112. Mobile device 110 can be any type of device that can receive data wirelessly from an external source. For example, mobile device 110 can be an Apple iPhone® device, a Blackberry® device, a telephone with an Android™ operating system, a mobile telephone, a PDA (personal digital assistant), an MP3 player, a portable computer, and/or other similar devices. Computer 112 can be any computer that has access to the Internet or similar network connection. Computer 112 can be a laptop and/or a desktop computer.
  • Mobile device 110 and computer 112 can receive data relating to a sports wager. For example, mobile device 110 and computer 112 can receive data that pertains to one or more wagers that a user wants to monitor. As an example, mobile device 110 and computer 112 can receive real-time data representative of a sporting event, including, for example: the current score of a sporting event, the current point spread of the sporting event, the time that the sporting event starts, the elapsed time in the sporting event, the time remaining in the sporting event, one or more players' individual statistics for the sporting event, the injury or reason a player cannot continue to play in the sporting event, etc. In some examples, the data representative of the sporting event can be transformed into a probability that a user will win his wager. In the same or different embodiments, mobile device 110 and computer 112 can receive data relating to real-time sports scores and/or other information related to multiple sporting events. In addition, in some embodiments, mobile device 110 and computer 112 can receive data pertaining to a fantasy betting league.
  • Mobile device 110 and computer 112 can be used by a user to set up an account to monitor specific wagers made by a user. As an example, users can make wagers independently of system 100, and then users can monitor their wagers on system 100. As another example, users can monitor fictitious wagers on system 100 because users do not have to place one or more wagers to use system 100.
  • In some embodiments, a user of computer 112 uses computer 112 to access a website that enables a user to create one or more alerts related to sports wagers and/or to monitor alert(s) that have already been created. In addition, a user can register for the monitoring service using the website via computer 112. Similarly, in the same or different embodiments, a user can use mobile device 110 to access an application or web service on mobile device 110 that enables a user to create one or more alerts related to sports wagers and/or to monitor alert(s) that have already been created. In addition, a user can register for the monitoring service using the application or web service of mobile device 110. In some examples, the website via computer 112 and the application or web service of mobile device 110 give users the same options and operate similarly.
  • Mobile device 110 and computer 112 can be connected to network 126. As an example, network 126 can comprise the Internet and/or a cellular telephone network. In other examples, network 126 can comprise a network specifically created for monitoring sports wagers.
  • System 100 also includes a sports data stream 114. Sports data steam 114 can be any data stream that provides sports and betting data in real-time. As an example, sports data stream 114 can be a Reuters® ticker, a SportsTicker® data stream, a STATS® data stream, or any other similar subscription based or free service.
  • In one embodiment, sports data stream 114 is coupled to network 116. As an example, network 116 can comprise the Internet and/or a cellular telephone network. In other examples, network 116 can comprise a network specifically created for providing real-time sports data. In the same or other embodiments, network 116 is the same as network 126.
  • System 100 also can include a parser 118. Parser 118 pulls the data that is needed by system 100 from sports data stream 114 via network 116. For example, system 100 can be designed to monitor bets only from certain sports. Therefore, sports data from every sport available in sports data stream 114 is not needed. In other examples, system 100 might not need to receive every statistic being distributed by sports data stream 114. For example, in baseball, system 100 may not need to receive information on every player's career statistics, or current season WHIP (walks and hits per inning pitched) for a pitcher. Parser 118 can filter out this unneeded information. System 100, however, might need all the current game statistics for each player competing in a particular baseball game being played. Parser 118 permits this needed information to pass from network 116 to first database 120. In some examples, data provided by sports data stream 114 is representative of the physical presentation of a sporting event. In the same or different examples, system 100 might not need some information not related to the statistics of the sporting events. In such an example, the parser can separate out information such as the weather and any and all pre-game news or pre-game statistics that system 100 does not use.
  • In addition, system 100 can also include a first database 120. First database 120 is used to store the relevant sports data that has been received from parser 118. The data stored in database 120 can be sent to mobile device 110, computer 112, and/or a filter 122.
  • Filter 122 is used by system 100 to filter the sports data in first database 120 into alerts created by one or more users. For example, each alert pertains to a specific wager placed on one or more sporting events. Therefore, the sports data for the sporting event of each alert is filtered out of the sports data stored in first database 120. The sports data that is filtered out of first database 120 is stored in second database 124. In some embodiments, first database 120 and second database 124 can be a single database. In other embodiments, one or both of first database 120 and second database 124 can comprise more than one database. The sports data applicable to user alerts stored in second database 124 can be sent to mobile device 110 and computer 112 via network 126.
  • In one embodiment, parser 118, databases 120 and 124, and filter 122 can be part of a single computer or a set of computers.
  • FIG. 2 is a flow chart illustrating an example of a method 200 of monitoring at least one wager, according to a first embodiment. Method 200 can also be considered a method for presenting the status of at least one wager. In various examples, method 200 can be a computer-implemented method and/or considered a method for executing one or more computer programs using one or more processors to monitor wagers. Method 200 is merely illustrative of a technique for implementing the various aspects of certain embodiments described herein, and method 200 is not limited to the particular embodiments described herein, as numerous other embodiments are possible. In some embodiments, the various procedures and activities of method 200 can be performed by a single computer or a set of computers.
  • In the example illustrated in FIG. 2, a first procedure of method 200 is a procedure 201 of receiving at least one alert. FIG. 3 illustrates a flow chart that includes an example of procedure 201 (FIG. 2), according to the first embodiment. An example of procedure 201 (FIG. 2) is illustrated in section 301 of FIG. 3.
  • Referring to FIG. 3, the first activity of procedure 201 (FIG. 2) is an activity 231 of receiving the creation of an alert. An alert is a way of monitoring a particular bet or wager that is created by a user. An alert allows a user to track in real-time one or more bets from multiple betting options and comprising one or more sports. An alert also allows a user to monitor game lines, money lines, over/under lines, scores, statistics of each of the sporting events in the alert and the like, all in real-time. In addition, in some embodiments, an alert also allows a user to view a real-time win/loss probability of each bet placed on a sporting event in the alert.
  • A user can choose to add an alert from a menu on mobile device 110 (FIG. 1) or computer 112 (FIG. 1). Once a new alert has been added, a user can choose to rename the alert. As an example, an alert renamed by a user can have from approximately 10 to approximately 30 characters. It should be noted that any number of character limitations can be applied, in addition to not having any character limitation. FIG. 4 shows an example of a first screen shot from mobile device 110 (FIG. 1) during activity 231.
  • Next, with reference to FIG. 3, procedure 201 (FIG. 2) has an activity 232 of receiving the type of bet. There are a number of different bets, with a number of different bet options, that can be made by a user. Examples of different types of bets include: straight bets, parlays, parlay teasers, and progressive bets, among others. Any type of bet can be selected by the user in activity 232. In addition, bets that are hereinafter developed may also be part of activity 232.
  • In addition, there are a number of different types of bet options that exist for sporting events. In most cases, many of the bet options available differ according to the sporting event and country of the bet, particularly between a sporting event for a team sport and a sporting event for an individual sport. For example, betting options for team sports can comprise: money lines, point spreads or line, and over/under. A money line comprises a better selecting a particular team to win a sporting event, regardless of the score. Point spreads or line comprises a better selecting a team to win or lose a sporting event by at least a specific point differential, wherein the point differential is usually selected by odds makers. Over/under comprises a better selecting whether the total combined score of the teams participating in a sporting event will be over or under a specific number, wherein the specific number is usually selected by odds makers. Examples of betting options for individual sports can comprise match ups and odds. Match ups comprise a better selecting an individual player to win between two selected players. Similar to a money line, a match up involves selecting the player to win, regardless of the odds. Odds comprise a better selecting an individual player or team to win a sporting event or season. Under an odds bet the winner is determined using odds, wherein the odds are usually set by odds makers. The winnings from a winning wager in a odds bet can be the amount of money wagered, or can be a ratio or multiple of the money bet. Any type of bet option can be selected by the user in activity 232.
  • A straight bet involves a wager on a single sporting event, in a single sport, on a single date. After a user selects a straight bet, a user is not allowed to choose any additional sporting events for that particular wager, because a straight bet by definition can only include a single sporting event. A user, however, can still place an additional wager involving another straight bet and/or a different type of bet.
  • A parlay, parlay teaser, and progressive bet allows a user to select more than one sporting event, across a variety of sports, on multiple dates. Therefore, if a user chooses a bet type, such as, for example, a parlay, parlay teaser, or progressive bet, that involves the possibility of choosing more than one sporting event, then a user is allowed to choose more than one sporting event. FIG. 5 shows an example of a second screen shot from mobile device 110 (FIG. 1) during activity 232.
  • Subsequently, with reference to FIG. 3, procedure 201 (FIG. 2) has an activity 233 of receiving the sport of the sporting event or events on which a wager can be placed. For example, a user can choose football, baseball, or basketball, among other sports. In some embodiments, any sport can be chosen if system 100 (FIG. 1) via sports data stream 114 receives sports data on that particular sport.
  • FIG. 6 shows an example of a third screen shot from mobile device 110 (FIG. 1) during activity 233. Column 601 represents the number of sporting events currently taking place for that particular sport. For example, the screen shot of FIG. 6 indicates that there are seven (7) NBA (National Basketball Association®) games currently being played. Column 602 represents the number of sporting events in progress and being monitored by the system for alerts that have already been created for a user. For example, there are three (3) NBA games currently being played in which a user has created alerts. Column 603 represents the number of sporting events being monitored in which a user is currently winning a bet. For example, there are two (2) NBA games in which a user has placed a bet and which the user is winning Column 604 represent the number of sporting events being monitored in which a user is currently losing a bet. For example, there is one (1) NBA game in which a user has placed a bet and which the user is losing.
  • With reference to FIG. 3, procedure 201 (FIG. 2) continues with an activity 234 of receiving the date of the sporting event for which the bet may have been placed. A user chooses the date of the sporting event on which the user wants to create an alert based on a wager. As an example, a user chooses the date of the sporting event on which the wager may be placed, and then a user can scroll through all the sporting events on that particular day and select the sporting event on which the user will create an alert. In addition, while searching for a sporting event, a user will be allowed to see sporting event data, the lines, and the odds for the particular sporting events.
  • Next, procedure 201 (FIG. 2) continues with an activity 235 of receiving a sporting event. After a user has selected a sporting event, a user can choose to add the sporting event to the alert. In some examples, a user can add the sporting event by highlighting an “add” option on the selected sporting event. In addition, after the sporting event has been added, a user can choose to update the money line, point spread, over/under, and/or odds of the sporting event. For example, a user can overwrite the lines or odds of the sporting event to the lines or odds that were actually bet. The lines or odds are initially provided by sports data stream 114 (FIG. 1). A user can highlight the line or odds that he desires to change and then insert the actual line for the wager that was placed. In addition, in some embodiments, a user is able to select the options of the bet. For example, a user can select a money line, a point spread, and/or an over/under bet. It should be noted that the types of betting options depends on the sport on which the wager has been placed. FIG. 7 shows an example of a fourth screen shot from mobile device 110 (FIG. 1) during activity 235.
  • Next, with reference to FIG. 3, procedure 201 (FIG. 2) continues with an activity 236 of receiving confirmation of the alert. A user is able to view the sporting event or sporting events, in addition to lines or odds, that are included within the wager of the newly added alert. If the alert is properly constructed, a user can confirm the alert. On the other hand, if the alert is incorrect, a user can edit the newly added alert.
  • In addition, after the completion of activity 235 (FIG. 2), in some examples, procedure 201 can also repeat activities 233 and/or 234. This can allow for a user to edit his bets and/or add additional sporting events to an alert in the case of a parlay. For example, after a bet is added to an alert, additional sporting events can be added to the alert.
  • After activity 236 is complete, procedure 201 (FIG. 2) of FIG. 3 is complete. In another embodiment, the sequence of activities 232, 233, 234 and 235 can be changed from the sequence previously described. For example, the sequence of activities 232 and 233 can be reversed, and/or activity 234 can occur before activities 232 and/or 233. Other variations are also possible.
  • Method 200 of FIG. 2 continues with a procedure 202 of receiving real-time updates. The real-time updates can be received from sport data stream 114 (FIG. 1). After the data for the real-time updates is received from sports data stream 114 (FIG. 1), the sports data is stored in a database, such as, for example, first database 120 (FIG. 1) and/or second database 124 (FIG. 1). Then, the sports data is sent to mobile device 110 (FIG. 1) and/or computer 110 (FIG. 1). The sports data that is sent to the user via mobile device 110 (FIG. 1) and/or computer 112 (FIG. 1) can contain any information that may be relevant to the wager. For example, the sports data can be representative of a physical presentation of the sporting event, including, for example: the score of the sporting event, updated betting lines, event statistics for the players, event injuries, time remaining in the sporting event, and the like. It should be noted that procedure 202 can be completed a plurality of times before moving on to procedure 203. For example, real-time updates can be received whenever a critical event occurs in any one of the sporting events in which a bet is placed. In the same or other examples, real-time updates can be received when one of the wagers of an alert is complete. Furthermore, in some examples, real-time updates can be received automatically after a predetermined period of time, such as, for example, every 15, 5, 3 or 1 minute. In yet other examples, real-time updates can be received before each time an alert is transmitted to be displayed, as seen in procedure 203. Also, real-time updates can be received whenever requested by a user. In many examples, real-time updates can be received continuously and instantaneously, such as, within 5 seconds.
  • Next, method 200 continues with a procedure 203 of transmitting the alert. FIG. 3 illustrates a flow chart that includes an example of procedure 203 (FIG. 2), according to the first embodiment. Procedure 203 can be performed automatically and/or upon user request. An example of procedure 203 (FIG. 2) is illustrated in section 303 of FIG. 3.
  • Procedure 203 (FIG. 2) has a first activity 241 of receiving a selection of an alert. A user can use mobile device 110 (FIG. 1) or computer 112 (FIG. 1) to choose a particular alert from all of the alerts set up by a user to view. In some embodiments, the screen from which a user chooses a particular alert can also display some information about the available alerts. As an example, the menu can display the alert name, along with the number of wagers in each alert. In addition, in the same or different examples, the menu can also notify a user of how many wagers are currently winning, currently losing, or have not started yet. In some examples, the text of the wagers in each category (winning, losing, and has not started) comprises a different color.
  • FIG. 8 shows an example of a fifth screen shot from mobile device 110 (FIG. 1) during activity 241. Column 801 represents the number of bets occurring in each alert that the user is currently winning For example, the screen shot of FIG. 8 indicates that there are three (3) sporting events in Alert 1 in which the user is currently winning Column 802 represents the number of sporting events occurring in each alert that the user is currently losing. For example, there is one (1) sporting events in Alert 1 that the user is currently losing. Column 803 represents the number of sporting events in each alert in which the sporting event that was bet on has not started. For example, there are zero (0) sporting events that have not started and that were bet on in Alert 1.
  • Next, with reference to FIG. 3, procedure 203 (FIG. 2) continues with an activity 242 of transmitting game results. When an alert is selected by a user, each of the sporting events associated with the alert is transmitted to a screen of a computing device, such as, for example, the screen of mobile device 110 (FIG. 1) and/or computer 112 (FIG. 1). The real-time score of each of the sporting events in the alert is displayed on the screen, along with the time remaining in each sporting event. In addition, the real-time status of each of the sporting events can also be displayed on the screen. For example, the screen can display the real-time status of over/under bets and the status of the point spread. In addition, wagers that are currently winning or won can be displayed in a different color than those that are currently losing or that are lost. Similarly, the wagers that haven't started can be displayed in yet another color.
  • FIG. 9 shows an example of a sixth screen shot from mobile device 110 (FIG. 1) during activity 242. Column 901 represents the current score of each of the sporting events. As an example, in the game between the Mavericks and Timberwolves, the Mavericks are leading thirty-six (36) to twenty-eight (28). Column 902 represents the point spread that was bet and the current point spread of the game. As an example, in the game between the Thunder and Spurs, the “+5” indicates that the Spurs are currently winning by five (5), and the “+6” indicates that the point spread bet was that the Spurs could lose by as much as six (6). Column 903 represents the over/under of each of the sporting events on which the user bet. As an example, in the game between the Mavericks and Timberwolves, the 64 indicates that the total score of the two teams combined is sixty-four (64) points. The 205 indicates that the user bet that the combined score would be greater than 205 points. Column 904 represents the probability that the user will win that particular bet. As an example, in the game between the Mavericks and Timberwolves, the user has a probability of seventy-five percent (75%) of winning the bet of the point spread and the over/under.
  • In some embodiments, activity 242 can also include determining and transmitting a real-time probability that a particular wager will win or lose. The probability transmitted is a probability that the wager entered by a user will win, and is not a probability that one team or the other will win the sporting event. The probability can be determined in a variety of ways. The probability used, however, is determined by transforming data representative of the physical presentation of the sporting event at the current point in time to the probability. For example, the probability can be determined according to the current score of the sporting event. Each team has scored so many points per minute. Therefore, each team's total points in the game are divided by the time played. Then, the points are extrapolated to the total time in the sporting event to determine what the final outcome of the sporting event will be according to the current score and current time elapsed in the sporting event.
  • In some embodiments, the probability is determined by transforming data representative of the physical presentation of the sporting event only after the sporting event has commenced. Data related to events or statistics before the game has commenced, such as, for example, historical statistics related to the two teams or individuals involved in the sporting event, is not used in this embodiment. As an example, the probability can take into account the current score of the sporting event in addition to data other than the current score. For example, the probability can take into account the momentum of the sporting event by taking into account more than one scoring rate. For example, the probability can take into account a number of different periods of scoring, so that the momentum of the sporting event can be more accurately reflected in the probability. Therefore, the probability can be updated throughout a sporting event based on a variety of different factors. As an example, the following formula can be used to determine the scoring rate per minute (SRM) of each team for a four quarter game, such as basketball:

  • SRM=(TET+1ET+2ET+3ET+4ET+LPT)/(Current Quarter in Game+2)

  • Where TET(Total Elapsed Time)=(Team Score/Minutes played)*Weight;

  • 1ET=(Team score for first quarter/minutes played in first quarter)*Weight;

  • 2ET=(Team score for second quarter/minutes played in second quarter)*Weight;

  • 3ET=(Team score for third quarter/minutes played in third quarter)*Weight;

  • 4ET=(Team score for fourth quarter/minutes played in fourth quarter)*Weight; and

  • LPT=(Team score in last three minutes played in game/3)*Weight.
  • As can be seen in this example, the SRM uses the score of many different scoring periods. In this example, the SRM uses the total game points, points in the first quarter, points in the second quarter, points in the third quarter, points in the fourth quarter, and points in the last three minutes played in the game. The weight is a factor that can be used to adjust the probability of winning the bet according to events that have taken place during the sporting event and/or how relevant the time period is in determining a prediction of the final score of a sporting event. For example, the weight of each of the six time periods can be adjusted according to how recent that particular factor occurred. For example, a time period that occurred earlier in the game, e.g. 1ET, can have a weight that is lower than a time period that occurred later in the game, e.g. 3ET, because the more recent time period (3ET) is a greater indicator of the current momentum of the game than the earlier time period (1ET).
  • Example
  • Assume that there is basketball game between two teams (Team A and Team B) with four ten-minute quarters, for a total of 40 minutes. There are 3 minutes left in the third quarter, so 27 minutes have been played in the game. Team A has 68 total points, with 27 points in the first quarter, 20 points in the second quarter, and 21 points in the third quarter. Team B has 68 total points, 23 points in the first quarter, 25 points in the second quarter, and 20 points in the third quarter. Team A has scored 10 points in the last three minutes, and Team B has scored 6 minutes in the last three minutes. In addition, the first quarter time period (1ET) has a weight of 0.8; the second quarter time period (2ET) has a weight of 0.9; the third quarter time period (3ET) and total game time period (TET) have weights of 1; and the time period of the last three minutes has a rate of 1.1.
  • Team A

  • TET=(68/27)*1

  • 1ET=(27/10)*0.8

  • 2ET=(20/10)*0.9

  • 3ET=(21/7)*1

  • 4ET=0

  • LPT=(10/3)*1.1

  • SRM=(2.52+2.16+1.8+3.00+0+3.67)/5=2.63
  • Team B

  • TET=(68/27)*1

  • 1ET=(23/10)*0.8

  • 2ET=(25/10)*0.9

  • 3ET=(20/7)*1

  • 4ET=0

  • LPT=(6/3)*1.1

  • SRM=(2.52+1.84+2.25+2.86+0+2.2)/5=2.33
  • Now the outcome can be predicted by calculating the points each team will score in the remainder of the game (PS) and adding it to the current score. The points each team will score in the remainder of the game can be calculated with the following formula:

  • PS=SRM*Time remaining.

  • Therefore:

  • Team A: PS=2.63*13=34.197

  • Team B: PS=2.33*13=30.29.
  • In addition, the PS for each team can also be weighted. Weights for each of the these calculations can be determined by the factors of the game. Such factors include, for example, injuries, fouls, etc. For example, assume a first player on Team B is injured during the game and cannot play. This injury can cause Team A to have a weight of 1.0, which means there is no effect on the predicted number of points that Team A will score during the remainder of the game; and cause Team B to have a weight of 0.9, which indicates that the predicted number of points that Team B will score during the remainder of the game will decrease. In addition, assume a second player on Team B has a high number of fouls. This condition can cause Team A to have a weight of 1.05, which indicates that the predicted number of points that Team A will score during the remainder of the game will increase (a player with a high number of fouls will theoretically have less playing time on the court, and if this player is a good defensive player, the predicted number of points that Team A will score during the remainder of the game can increase); and cause Team B to have a weight of 1.0, which indicates that there will be no effect on the predicted number of points that Team B will score during the remainder of the game. In some examples, the various weights can be determined via data mining historic data to determine the appropriate values for the weights of various time intervals and weights of events that occur during a sporting event. Under these assumptions, if the first Team B player is injured and the second Team B player has a high number of fouls, the PS for each team is adjusted as follows:

  • Team A: PS=34.19*1.0*1.05=35.90; and

  • Team B: PS=30.29*0.9*1.0=27.26.
  • Now the final predicted score (FPS) can be calculated by adding each team's PS to each teams current score. Therefore:

  • Team A: FPS=35.90+64=99.90 (rounded down to 99); and

  • Team B: FPS=27.26+68=95.26 (rounded down to 95).
  • The projected difference between the two teams is: 99−95=4
  • In some embodiments, the total predicted scores are rounded down to the nearest integer. This rounding scheme is used because there cannot be a fraction of points in sporting events, and therefore, a point isn't projected unless the total point is projected. In other embodiments, the total points are rounded to the nearest integer as commonly done in mathematics (i.e., anything ending in 0.50 or higher is rounded up, while anything ending in 0.49 or lower is rounded down).
  • In some examples, a probability of winning the wager can be calculated using one or more of the following: (a) historical data from similar or comparable games; (b) the momentum of the game (e.g., the projected difference); (c) other outside factors that provide some information about the likely result of the game; or (d) a combination of two or more of (a)-(c).
  • For example, once the projected difference has been calculated, the projected difference is then compared with historical data from past games to determine the probability of winning In some embodiments, this analysis uses the current score in the game and considers how teams faired in similar or identical situations in past games. The analysis can access records or a database of past game results and determine the outcome of previous games with the current point difference and the current time remaining in the game. In some examples, the percentage of the time that a team won or lost a game can be calculated given the current score and time remaining Also, the average final point difference can be determined. From this data, a percentage of time that a team wins by the wagered point spread can be calculated.
  • For example, based on historical records of professional basketball games, a team leading by 4 points with 11:00 minutes remaining in the second quarter won 36% of the time by 6 points or more points. In this case, if the wagered point spread was 6 points, the historical probability of winning would be 66% if the team is leading by 4 points with 11:00 minutes remaining in the second quarter.
  • In the same or different embodiments, the analysis can use the projected difference and calculate how many times in similar or comparable sporting events that the projected difference been at least the margin of victory for a team. For example, based on the historical records of professional basketball games, the team leading by 4 points with 11:00 minutes remaining in the second quarter finished with a projected point difference of at least 4 points in 54% of the games.
  • In some examples, the two percentages discussed above are averaged to find the probability of winning:

  • Probability of Winning=(Historical probability of covering the wagered point spread+historical probability of winning by at least the projected difference)/2
  • For example, (36%+54%)/2=90%/2=45%=probability of winning a wager in a professional basketball game given the team is leading by 4 points with 11:00 minutes remaining in the second quarter.
  • In many embodiments, the historical data can be scored from a predetermined number of games (e.g., the last 1,000 games in a league, all of the games in the league from the last 10 years, etc.). In one example, the database can include the scores of the last 1,000 professional basketball games in 30 second or one minute intervals. In the same or different example, the database could include the scores after each out in each inning (e.g., the score after one out in the first inning, two outs in the first inning, etc.) of all of the professional baseball games in the last 5 years.
  • In other examples, if the wagered point spread was Team A winning by 2, the probability of winning that wager is as follows: the probability of winning is 4 (Projected Difference)/2 (Wagered Difference)=2.0=100% (this is rounded down to 100% because you can't have a probability greater than 100%). Note that the probability or percentage of winning the bet is the predicted point spread divided by the wagered point spread.
  • In still further embodiments, the calculation of the probability of winning could use other factors that provide information about the potential outcome of the game. For example, information about the players and coaches, the location of the game, public or private odds of a team winning can be factored into the calculation of the probability of winning In one example, a team's probability of winning could be increased by a first predetermined percentage if the team was playing at home or be decreased by a second predetermined percentage if a star player of the team was not playing in the game.
  • Next, procedure 203 (FIG. 2) of FIG. 3 continues with an activity 243 of receiving a selection of any of the sporting events in the alert. When a sporting event is selected, more detailed information is presented to a user on computer 112 and/or mobile device 110, and a user can view the real-time game statistics after an activity 244 of transmitting game statistics. For example, scoring leaders, rebounding leaders, and assist leaders, in addition to the score of the sporting event (including scores from each quarter, period, inning, etc.) for each team can be presented. Any information that is delivered to system 100 (FIG. 1) can be transmitted to mobile device 110 (FIG. 1) or computer 112 (FIG. 1). In some embodiments, a user can choose what elements he wants displayed when a sporting event is chosen. After activity 244, procedure 203 (FIG. 2) is complete.
  • In addition, after the completion of activity 244, in some examples, procedure 203 (FIG. 2) can also repeat activity 242. This can allow for a user to receive a transmission of more than one alert. For example, after one alert has been transmitted to a user via mobile device 110 (FIG. 1) and/or computer 112 (FIG. 1), one or more additional alerts can be transmitted to a user.
  • FIG. 10 shows an example of a seventh screen shot from mobile device 110 (FIG. 1) during activity 244. The number of element 1004 represents the probability, seventy-five percent (75%) in this example, that the user will win the bet for the sporting event selected. Element 1005 represents the real-time game clock of the sporting event. As an example, there is one minute and 12 seconds (1:12) remaining in the third quarter of the sporting event selected in FIG. 10. The information in box 1006 represents the scoring statistics for both teams at the current point in the sporting event. For example, the Mavericks have sixty-nine (69) total points, have a point spread of “+11” or have eleven (11) more points than the Timberwolves; the point spread bet was Mavericks “+8” or the Mavericks would not lose by more than (8); and the current over/under or total points is 127 and the bet over/under was 205 points. The information of box 1007 represents the first half statistics of the sporting event. As an example, the Mavericks scored twenty-two (22) points in the first quarter, twenty-three (23) points in the second quarter, a total of forty-five (45) points in the first half, and “+7” or seven (7) more points than the Timberwolves in the first half. Also displayed in box 1007, the total number of points scored in the first half between both teams is 83. The information of box 1008 represents the second half statistics of the sporting event. For example, the Mavericks scored twenty-four (24) in the third quarter; the fourth quarter has not started; the Mavericks have scored twenty-four (24) points in the second half; the Mavericks have scored “+4” or four (4) more points than the Timberwolves in the second half; and a total of forty-four points have been scored in the second half between the two teams. The information of box 1009 represents the individual statistical leaders for various categories of the two teams. For example, the statistical leaders (along with their statistics) in points (“Pts”), rebounds (“Reb”), and assists (Ast) for each team are listed.
  • With reference to FIG. 2, after the completion of procedure 203 (FIG. 2), method 200 can also repeat procedure 202. For example, after system 100 (FIG. 1) transmits alerts to mobile device 110 (FIG. 1) and/or computer 112 (FIG. 1), system 100 (FIG. 1) can receive further real time updates.
  • Method 200 of FIG. 2 can also include a procedure (not shown) of receiving alterations to alerts, which can occur any time after procedure 201. FIG. 3 illustrates a flow chart that includes an example of the procedure of receiving alterations to alerts. An example of the procedure of receiving alterations to alerts is illustrated in section 304 of FIG. 3.
  • The procedure of section 304 can include an activity 251 of transmitting alert details. Once an alert has been chosen for editing, the details of the alert can be transmitted to mobile device 110 (FIG. 1) and/or computer 112 (FIG. 1), where the details of the alert can be displayed. The details of the alert can include, for example, each of the sporting events wagered on, the spreads, over/under, etc.
  • Next, the procedure of section 304 can include an activity 252 of receiving instructions to remove or edit an alert. A user can choose to delete any particular bet in the alert. In addition, a user can choose to edit the details of the alert, such as, for example, the lines or over/under. Once a user has chosen which alert(s) to be deleted and/or edited, the system proceeds to edit/delete the bet(s). If the bet is being deleted the system proceeds with activity 253. If the bet is being edited, the process of editing the alert can be similar to or the same as the process for creating the alert.
  • Then, the procedure of section 304 proceeds with an activity 253 of receiving confirmation of the alert. A user can choose to confirm the edited alert, or alternatively, can choose to edit the alert further. After activity 253, the procedure of section 304 is complete.
  • Another embodiment of method 200 in FIG. 2 includes transmitting sports results (not shown in FIG. 2), as shown in Section 305 in FIG. 3. In some instances, a user may not have placed a wager on any particular sporting event, but wants to view the results, statistics, probabilities of a particular team winning, the line, etc. As an example, the transmission of sports results can be performed in addition and/or in place of procedure 203 in FIG. 2. As another example, the transmission of sports results can be performed without requiring a user to create an alert.
  • Section 305 includes a procedure 261 of receiving a sport from a user via mobile device 110 and/or computer 112. Procedure 261 can be similar to or the same as activity 233 of receiving a sport selection.
  • Next, method 305 includes a procedure 262 of receiving a date from a user via mobile device 100 and/or computer 112. A user can select a date for the particular sporting event for which a user is searching. The data can include past, present, and/or future dates. Procedure 262 can be similar to or the same as activity 234.
  • Subsequently, method 305 includes a procedure 263 of transmitting game results. Once the date has been selected, a user will be directed to a screen on mobile device 110 and/or computer 112 in which each of the sporting events for that particular date are displayed. Each of these sporting events can include the current score, if any. In addition, the probability of each sporting event can also be displayed for a given line. Similar to the probability described with respect to activity 242 (FIG. 3), the probability can be determined by transforming data representative of the physical presentation of the sporting event, such as, for example, using events and statistics of the sporting event after the sporting event has started.
  • After procedure 263, method 305 continues with a procedure 264 of receiving a sporting event from a user via mobile device 110 and/or computer 112. Procedure 264 can be similar to or the same as activity 243 of selecting a sporting event.
  • Next, method 305 continues with procedure 265 of transmitting game statistics to mobile device 110 and/or computer 112. Procedure 265 can be the same as or similar to activity 244 of transmitting game statistics. After procedure 265, method 305 is complete.
  • In addition, in some examples, after the completion of procedure 265, method 305 can also repeat activities 261, 262, and/or 263. This can allow for a user to receive transmissions of more than one sporting event. For example, after the transmission of game statistics to mobile device 110 and/or computer 112, a user may want to receive a transmission of statistics from another sporting event. Therefore, method 305 can proceed to procedure 261 for a new sport, procedure 262 for a new date, and/or procedure 263 for game results and probabilities so the user can choose a new sporting event.
  • It should be noted that method 200 (FIG. 2) and its procedures and their activities (FIG. 3) are merely exemplary. Many of the procedures and activities can be rearranged without limiting the scope of the invention. For example, procedure 242 can occur after procedures 243 and 244, and/or procedure 263 can occur after procedures 264 and 265, and/or the sequence of procedures 261 and 262 can be reversed. The order of the procedures and activities is exemplary and is not intended to limit the scope of the invention.
  • FIG. 11 illustrates an overview of a system 1100 for organizing and displaying wagers in real-time, according to a second embodiment. System 1100 is merely exemplary and is not limited to the embodiments presented herein. System 1100 can be employed in many different embodiments or examples not specifically depicted or described herein.
  • System 1100 can comprise three different sections: front end 1197, middleware 1198, and backend 1199. Front end 1197 can comprise components of system 1100 and can be used by a user to interact with system 1100. Middleware 1198 can comprise components that make up the business logic of system 1100. Backend 1199 can comprise components that supply or store data to system 1100. Each of middleware 1198 and backend 1199 can be part of a single computer or a set of computers, or they can be part of the same computer(s).
  • In one embodiment, the components of system 1100 can comprise elements that are similar to or the same as elements present in system 100 of FIG. 1. For example, data that is contained in backend 1199 of system 1100 can be received via one or more sports data streams 1114 that are similar to or the same as sports data stream 114. In some examples, data that is present in backend 1199 of system 1100 may have been parsed by a parser similar to or the same as parser 118. In the same or other examples, data can be filtered before passing to front end 1197 by a filter that is similar to or the same as filter 122. Furthermore, in some examples, the data can be stored in one or more databases that can be similar to or the same as database 120 and/or 124.
  • Front end 1197 can comprise components that are used by public users to interact with system 1100. As an example, a user is able to communicate with components of system 1100, as well as receive communications from components of system 1100.
  • Front end 1197 can include one or more mobile devices and computers, including mobile device 1110 and computer 1112. Mobile device 1110 and computer 1112 can be similar to mobile device 110 (FIG. 1) and computer 112 (FIG. 1), respectively. Mobile device 1100 and computer 1112 allow a user to create alerts, similar to or the same as those described in procedure 201 of method 200 (FIG. 2). In addition, mobile device 1110 and computer 1112 also allow a user to view the display of created alerts, similar to or the same as that described in procedure 203 of method 200 (FIG. 2). In addition, in some examples, mobile device 1110 and computer 1112 allow a user to view sports data, similar to or the same as that described in 305 (FIG. 3). Also, mobile device 1110 and computer 1112 can allow a user to register an account, maintain his account, manage funds, manage any fantasy wagers, and obtain sports scores and statistics.
  • Mobile device 1110 can be any type of device that can receive data wirelessly from an external source. For example, mobile device 1110 can be an iPhone® device, a Blackberry® device, a telephone with an Android™ operating system, mobile telephone, a PDA (personal digital assistant), an MP3 player, portable computers, and other similar devices. Computer 1112 can be any computer that has access to the Internet or similar network. In some examples, mobile device 1110 and/or computer 1112 can be used to access system 1100 via social networking websites, such as, for example, Facebook®, MySpace™, etc.
  • In addition, front end 1197 can also include the ability to register one or more affiliate websites 1113. Affiliate website(s) 1113 can be used for affiliate marketing programs. For example, affiliate website(s) 1113 can be used to draw users to the website accessed via computer 1112 and/or mobile device 1110.
  • System 1100 also comprises middleware 1198. Middleware 1198 comprises the business logic for system 1100. In some examples, middleware 1198 uses the Java® programming language to implement the business logic of the system. It should be noted that other programming languages might also be used.
  • Middleware 1198 comprises different systems, each of which have their own components. For example, middleware 1198 can comprise a game update system 1170, a registration system 1176, and a payment processing system 1185. The components of game update system 1170, registrations system 1176, and payment processing system can communicate with one or more components of front end 1199. In addition, the various systems of middleware 1198 can comprise one or more databases to store data.
  • In addition, system 1100 also comprises backend 1199. Backend 1199 comprises components that supply data to system 1100. The components of backend 1199 communicate with the systems of middleware 1198.
  • Game update system 1170 is a system that processes real-time scores, statistics, and point spread data from various sports. In addition, game update system 1170 can also process and/or store historical scores and statistics from sports. Furthermore, game update system 1170 can process data from sporting events that are to occur at some point in the future. For example, game update system 1170 can process data related to schedules of games/sporting events and point spread data.
  • Game update system 1170 can receive game data, as represented by box 1173 and games information, as represented by box 1174. Game data 1173 and game information 1174 can comprise data representative of the physical presentation of a sporting event. Game data 1173 and game information 1174 are part of backend 1199 of system 1100. Game data 1173 and game information 1174 can be provided to game update system 1170 via an external source. For example, sports data stream 1114 can supply game data 1173 and game information 1174 to game update system 1170. In some examples, sports data stream can be the same as or similar to sports data stream 114. In some embodiments, sports data streams 1114 can be parsed before game data 1173 and game information 1174 is passed to game update system 1170. Game data 1173 and game information 1174 can be stored in system 1100 within one or more databases.
  • Game data 1173 can comprise scores and statistics for sporting events that are in progress, as well and scores and statistics for past sporting events. For example, game data 1173 can include the score of a professional basketball game between Team A and Team B. In addition, game data 1173 can also include team and player statistics for the two teams in the game.
  • Game information 1174 can comprise scheduling and point spread data for sporting events that are in the future or sporting events that are in progress. In addition, in some embodiments, game information may include other data about the sporting event, such as, for example, starting lineups of the two team playing. It should be noted that different types of sporting events can have different types of data. For example, basketball may have a point spread, but golf may include a match up between players.
  • In some embodiments, game data 1173 and game information 1174 comprises data that is representative of a sporting event, and the data can be transformed into a probability that a wager placed on the sporting event by a user will succeed. The probability can be the same as or similar to the probability discussed with respect to activity 242 (FIG. 3) of procedure 203 (FIG. 2).
  • Game data 1173 and game information 1174 are directed to game update system 1170. Game update system 1170 can comprise two components, game notification component 1171 and game details component 1172. Game notification component 1171 and game details component 1172 each communicate with components of front end 1197. For example, game notification component 1171 and game details component 1172 each communicate with mobile device 1110 and computer 1112 via the system website using data pushing and/or data pulling techniques.
  • Game notification component 1171 allows a user to be notified when there is a change in status of a sporting event. Game notification component 1171 pushes data regarding sporting events that are in progress, or recently in progress, to a user via mobile device 1110 or computer 1112. For example, game notification component 1171 can push data regarding score changes, update in time remaining, wins, losses, change in the probability of successful wager, etc. to a user. In some examples, game notification component 1171 will push information to a user for sporting events in which a user has created an alert. In the same or different examples, game notification component 1171 will push information to a user for sporting events in which a user indicated that he wanted to receive updates.
  • Game details component 1172 allows a user to view information about sporting events. For example, game details component 1172 will present to a user, via mobile device 1110 or computer 1112, information on sporting events that a user has requested. Such information can include, for example, schedules of games, scores of games, team statistics in games, player statistics in games, and statistical summaries of games. Furthermore, game details component 1172 allows a user to review data from past, in progress, and future sporting events.
  • As seen in FIG. 11, both mobile device 1110 and computer 1112 are connected to both game notification component 1171 and game details component 1172. Therefore, a user can access information from both game notification component 1171 and game details component 1172 via mobile device 1110 and computer 1112.
  • Registration system 1176 is a system that provides components for managing users, groups, and/or fantasy leagues. As an example, registration system 1176 has components that allow the user to manage alerts. In addition, in some embodiments registration system 1176 allows a user to manage fantasy components.
  • Registration system 1176 can store and receive data in the form of a wager data, as represented by box 1179, and fantasy data, as represented by the group of boxes 1180. Wager data 1179 and fantasy data 1180 are components of backend 1199 of system 1100. Wager data 1179 and fantasy data 1180 can be provided to system 1100 via an external source. For example, wager data 1179 and fantasy data 1180 can be entered into registration system 1176 by a user via mobile device 1110 or computer 1112. In other examples, portions of fantasy data 1180 can be entered into registration system 1176 by a different user. For example, a first user would be a user that creates a fantasy league and creates the rules of the league, the group, etc. Then the first user can invite additional users into the created fantasy league. The first user then can send the invited users an email message inviting the invited users to join the created fantasy league. The invited users can then accept or reject the invitation to join the fantasy league. Wager data 1179 and fantasy data 1180 can be stored by system 1100 with one or more databases.
  • Wager data 1179 can comprise information related to wagers and alerts created by a user. As an example, wager data 1179 can comprise all the information related to alerts created by a user. This data will include all of the wagers included in the various alerts. In addition, wager data 1179 can comprise data related to several different types of available wagers. For example, wager data 1179 can include information related to the rules of the different types of available bets (e.g., parlay, money line, point spread, progressive, etc.). Furthermore, wager data 1179 can comprise any data related to the various types of available bets.
  • Fantasy data 1180 can comprise information on various components on fantasy leagues to which a user belongs. In one embodiment, fantasy league in the context of system 1100 comprises a league in which a group of participants compete with each other by making wagers in accordance with rules set up by the participants. As an example, each participant in the league will have an ability to make wagers with fake currency. The league will last for a certain period of time, such as, for example, the length of the National Football League® season. At the end of the season, the winner will be the participant with the most currency. The participants of the league can create a series of rules that will govern the play of the league.
  • Fantasy data 1180 can comprise different pieces of data. As an example, fantasy data 1180 can comprise league data 1181, league criteria data 1182, and fund management data 1183.
  • League data 1181 can include data that organizes various users into fantasy leagues. Each league has a group of participants that forms the league. League data 1181 can include data that associates different users with different fantasy leagues.
  • League criteria data 1182 is data that includes the rules for the various fantasy leagues. As an example, a fantasy league may limit the number of bets made per week, limit the amount of money to be wagered, limit the betting to one sport, or one conference in one sport, etc. In addition, each league can also have specific progressions or restrictions for betting on multiple sporting events. For example, some leagues can be arranged so that its participants can only place bets on a single team. In other leagues, the rules can be set so that a participant cannot place a wager that a particular team will win more than once, similar to a suicide betting game.
  • Fund management data 1183 can include data that allows users to track wins and loses for multiple sporting events throughout a user's history with system 1100. In addition, fund management data 1183 can also include data that is used to track each participant's currency in a fantasy league. It should be noted that fund management data 1183 can also include data that is not related to fantasy leagues, and simply allows a user to review his wager history.
  • Wager data 1179 and fantasy data 1180 are directed to registration system 1176. Registration system 1176 can comprise two components, wager management component 1177 and fantasy component 1178. Wager management component 1177 and fantasy component 1178 each communicate with front end 1197 components.
  • Wager management component 1177 allows a user to manage his various wagers. For example, wager management component 1177 allows a user to create, edit, delete, and view all of the alerts that a user has created. In addition, wager management component 1177 allows a user to create, edit, delete, and view all of the bets that a user has created in an alert.
  • Fantasy component 1178 allows a user to compete in fantasy leagues and view the results and status of a user's leagues. Fantasy component 1178 allows a user to create a fantasy league. In creating a fantasy league, a user will invite a group of participants to compete in the league, create the rules specific to the league, etc. In addition, fantasy component 1178 can send out alerts and message to the participants of the league. In some examples, fantasy component 1180 can send out messages inviting potential participants invited by the creator of the league to join the league. In addition, fantasy component 1178 can tabulate the results of the league and compare the results of the wagers of the participants. Furthermore, fantasy component 1178 can calculate the probability of any participant in a league winning the league. This probability does not focus on a single bet, but instead focuses on the probability that a participant will be the best better of the group.
  • As seen in FIG. 11, both mobile device 1110 and computer 1112 are connected to both wager management component 1177 and fantasy component 1178. Therefore, a user can access both of wager management component 1177 and fantasy component 1178 via mobile device 1110 and computer 1112.
  • Payment processing system 1185 is a system that allows users to manage their accounts. In addition, payment processing system 1185 also can provide business logic to support affiliated websites.
  • Payment processing system 1185 can receive and store user data, as represented by box 1188, and reporting/analytical data from one or more external websites, as represented by box 1189. User data 1188 and reporting/analytical data 1189 are part of backend 1199 of system 1100. User data 1188 and reporting/analytical data 1189 can be provided to payment processing system 1185 via an external source. For example, user data 1188 can be provided to system 1100 via a user. In the same or other examples, a user can provide user data 1188 to system 1100 via computer 1112 and/or mobile device 1110. User data 1188 can be stored by system 1100 by one or more databases. Reporting/analytical data 1189 can be provided to system 1100 via one or more websites that provide data about the performance of system 1100, as well as other potential information.
  • User data 1188 can comprise data related to one or more users. As an example, user data 1188 can comprise data related to a user's accounting information. Such information can include, for example, a user's address, user's payment information (i.e., credit card information), user's account balance, etc. Any data related to a user's personal information and a user's payment information can be included in user data 1188.
  • Reporting/analytical data 1189 can comprise data supplied by front end 1197 and external websites that can supply analytical information to system 1100. Reporting/analytical data 1189 can include data related to the performance of system 1100, such as, for example, information about the performance of the website that a user accesses via computer 1112. In addition, reporting/analytical data 1189 can include data related to the performance of affiliate website 1113, leveraging service logs, external analytical tools, etc.
  • User data 1188 and reporting/analytical data 1189 are directed to payment processing system 1185. Payment processing system 1185 can comprise two components, account management component 1186 and affiliate program component 1187. Account management component 1186 and affiliate program component 1187 each communicate with front end 1197 components. For example, account management component 1186 can communicate with mobile device 1110 and computer 1112, and affiliate program component 1187 can communicate with affiliate website 1113.
  • Account management component 1186 allows a user to manage his account information with system 1100. Account management system 1186 can provide a user with account status, billing information, and similar features for managing a user's account and handling user's payment. As an example, a user can access his payment information that is stored in payment processing system 1185. In addition, a user can pay his account balance, change user information, view the account balance, etc. In one embodiment, account management component 1186 and payment processing system 1185 are not used to place wagers, but are used to pay for a user's access to the real-time probability of winning the user-selected wagers, regardless of whether the wagers were actually placed. For example, a user can subscribe to a monthly subscription service that allows the user to access system 1100 to monitor his wages.
  • Affiliate program component 1187 allows system 1100 to communicate with one or more affiliate websites 1113. As an example, affiliate program component provides the business logic to support affiliate website(s) 1113. Affiliate website(s) 1113 can be used for affiliate marketing programs. For example, affiliate website(s) 1113 can be used to draw users to a website controlled by system 1100 and accessed via computer 1112 and/or mobile device 1110.
  • It should be noted that the embodiment of system 1100 illustrated in FIG. 11 is merely exemplary. Changes can be made to system 1100 without limiting the scope of the invention. For example, any of the elements of front end 1197 can communicate with any of the elements of middleware 1198, and any elements of middleware can communicate with any elements of backend 1199. As an example, user data 1188 can be received not only by payment processing system 1185, but also by registration system 1176. When a user registers with system 1100, he may need to supply payment information, address, etc. to complete the registration.
  • Although the invention has been described with reference to specific embodiments, it will be understood by those skilled in the art that various changes can be made without departing from the spirit or scope of the invention. Accordingly, the disclosure of embodiments of the invention is intended to be illustrative of the scope of the invention and is not intended to be limiting. It is intended that the scope of the invention shall be limited only to the extent required by the appended claims. For example, to one of ordinary skill in the art, it will be readily apparent that the methods discussed herein may be implemented in a variety of embodiments, and that the foregoing discussion of certain of these embodiments does not necessarily represent a complete description of all possible embodiments. Accordingly, the detailed description of the drawings, and the drawings themselves, disclose at least one preferred embodiment, and may disclose alternative embodiments.
  • All elements claimed in any particular claim are essential to the embodiment claimed in that particular claim. Consequently, replacement of one or more claimed elements constitutes reconstruction and not repair. Additionally, benefits, other advantages, and solutions to problems have been described with regard to specific embodiments. The benefits, advantages, solutions to problems, and any element or elements that may cause any benefit, advantage, or solution to occur or become more pronounced, however, are not to be construed as critical, required, or essential features or elements of any or all of the claims.
  • Moreover, embodiments and limitations disclosed herein are not dedicated to the public under the doctrine of dedication if the embodiments and/or limitations: (1) are not expressly claimed in the claims; and (2) are or are potentially equivalents of express elements and/or limitations in the claims under the doctrine of equivalents.

Claims (27)

1. A method for executing one or more computer programs using one or more processors to monitor wagers, the method comprising:
receiving an alert comprising at least one wager on at least one sporting event;
receiving real-time updates comprising data representative of the at least one sporting event;
transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager; and
transmitting the real-time probability of success to be displayed at a computing device.
2. The method of claim 1, wherein:
transmitting the real-time probability of success further comprises transmitting a status of the alert, wherein the status comprises the data representative of the at least one sporting event.
3. The method of claim 1, wherein:
transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager comprises including data representative only of the at least one sporting event after the at least one sporting event has started.
4. The method of claim 1, wherein:
receiving the alert further comprises:
receiving a type of wager of the at least one wager;
receiving an identification of the at least one sporting event; and
receiving an identification of at least one date.
5. The method of claim 1, wherein:
receiving the alert further comprises:
receiving data related to the at least one sporting event
6. The method of claim 5, wherein:
the data related to the at least one sporting event comprises:
the betting line of the at least one sporting event.
7. The method of claim 1, further comprising:
receiving an alteration to the alert, comprising at least one of:
receiving updates to a betting line of the at least one sporting event;
receiving an additional sporting event to add to the at least one wager; or
receiving a deletion of one of the at least one wager.
8. The method of claim 1, wherein:
transmitting the real-time probability of success further comprises transmitting the real-time probability of success to a mobile device; and
the computing device comprises the mobile device.
9. The method of claim 1, wherein:
transmitting the real-time probability of success further comprises transmitting the real-time probability of success to a computer; and
the computing device comprises the computer.
10. The method of claim 9, wherein:
transmitting the real-time probability of success further comprises transmitting the real-time probability of success to the computer via a website.
11. The method of claim 1, wherein:
transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager comprises weighting more than one time period or at least one event that occurs during the at least one sporting event.
12. The method of claim 11, wherein:
the weighting more than one time period or at least one event that occurs during the at least one sporting event comprises data mining historical data to determine the weighting more than one time period or at least one event that occurs during the at least one sporting event.
13. The method of claim 1, wherein:
transforming the data representative of the at least one sporting event into a real-time probability of success of the at least one wager comprises determining historical results of similar sporting events.
14. A computer-implemented method of monitoring wagers, the method comprising:
receiving at least one wager comprising at least one bet on at least one sporting event;
receiving first real-time data representative of the at least one sporting event;
determining a real-time probability of success for the at least one bet on the at least one sporting event by transforming the first real-time data into the real-time probability of success;
transmitting the at least one wager and the real-time probability of success for the at least one bet on the at least one sporting event to a computing device;
receiving second real-time data representative of the at least one sporting event;
updating the real-time probability of success after receiving the second real-time data; and
transmitting the updated real-time probability of success to the computing device.
15. The method of claim 14, wherein:
updating the real-time probability of success is determined using data created only after the at least one sporting event has started.
16. The method of claim 14, wherein:
receiving the first real-time data representative of the at least one sporting event comprises receiving at least one of:
a score of the at least one sporting event;
statistics of the at least one sporting event; or
injuries to participants in the at least one sporting event.
17. The method of claim 14, further comprising:
receiving a sports line for future sporting events.
18. The method of claim 14, wherein:
transmitting the at least one wager and the real-time probability of success comprises transmitting the at least one wager and the real-time probability of success to a mobile device; and
the computing device comprises the mobile device.
19. The method of claim 14, wherein:
transmitting the at least one wager and the real-time probability of success further comprises transmitting a real-time status of the at least one sporting event.
20. The method of claim 14, wherein:
transmitting the updated real-time probability of success further comprises transmitting an updated real-time status of the at least one sporting event.
21. The method of claim 14, wherein:
transmitting the at least one wager and the real-time probability of success comprises transmitting the at least one wager and the real-time probability of success to a computer; and
the computing device comprises the computer.
22. The method of claim 14, further comprising:
receiving real-time data representative of at least one additional sporting event in which there is no wager by a user; and
transmitting the real-time data representative of the at least one additional sporting event in which there is no wager to the user via the computing device.
23. The method of claim 14, further comprising:
receiving real-time data representative of a fantasy betting game, wherein the fantasy betting game comprises a plurality of participants competing against each other by creating fictional wagers.
24. A system for monitoring wagers, comprising:
a middleware; and
a backend;
wherein:
the backend comprises real-time data;
the middleware is configured to receive the real-time data from the backend, applying the real-time data to at least one alert; arranging the real-time data; and sending the arranged real-time data to a front end;
the real-time data comprises data representative of one or more sporting events; and
the at least one alert comprises at least one wager on one of the one or more sporting events.
25. The system of claim 24, further comprising:
at least one database to store the real-time data.
26. The system of claim 24 wherein:
at least a portion of the real-time data comprises real-time data received from a real-time sports feed.
27. The system of claim 24, wherein:
the at least one alert further comprises a prediction of a probability of winning the at least one wager.
US12/837,772 2009-07-16 2010-07-16 System and Method for Monitoring a Bet Abandoned US20110014974A1 (en)

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