Patent No. US10806988 (titled "Method of and system for conducting multiple contests of skill with a single performance") on Dec 14, 2018. The application was issued on Oct 20, 2020.
’988 is related to the field of distributed gaming and real-time interactive competition. Specifically, it addresses the technical challenge of allowing mobile users to engage in multiple, distinct competitive frameworks—such as open tournaments, private groups, and team-based leagues—simultaneously while observing a single live broadcast or event.
The underlying idea behind ’988 is the decoupling of a participant's performance data from any single competition instance. By treating a user's predictions or event selections as a universal input stream, the system can multiplex a single set of actions across various scoring pools. This allows a user to leverage one effort to compete against different sets of opponents, each with unique prize structures or social contexts, without requiring redundant inputs.
The claims of ’988 focus on a server-side architecture and client-side application that facilitate the simultaneous application of a single set of event selections to multiple contests. The independent claims specifically cover the real-time transmission of separate standings for each contest to a client device, ensuring that a user’s input is processed in parallel across all joined groups to provide distinct, concurrent rankings.
In practice, the system functions by maintaining a database of user-generated and system-generated groups, which are synchronized to a live event via audio fingerprinting or watermarking. When a user makes a selection—such as predicting a play in a football game—the server receives this input and instantly calculates the user's standing within every group they have joined. This allows for a tiered competitive experience where a user might be losing in a global professional flight but winning a private head-to-head match against a friend.
This approach differentiates itself from prior art by moving beyond simple skill-based flighting. While earlier systems grouped players by experience to avoid discouragement, this invention enables multi-contest participation where the same score is evaluated against different cohorts for different rewards. By integrating social networking contacts and providing real-time, separate feedback for each contest, the system maximizes user engagement through a single, unified stream of interaction.
In the mid-2000s when ’988 was filed, interactive gaming and mobile data services were typically implemented using low-bandwidth cellular connections and multicast networks. At a time when mobile devices commonly relied on basic telephonic links for data synchronization rather than persistent high-speed broadband, system architectures were designed to manage discrete packets of information for relatively simple user interfaces. Hardware and software constraints of the era made the real-time processing of complex, multi-layered competitive data non-trivial, as systems were generally optimized for single-stream interactions where a user competed in one isolated contest at a time.
The disclosed invention represents a meaningful technical advancement by enabling a multi-tenant architectural shift in distributed gaming, where a single performance stream is concurrently mapped to multiple, distinct competitive frameworks. This integration allows for the simultaneous calculation and distribution of standings across disparate groups—such as open, head-to-head, and team-based contests—using a single set of user-generated data points. The technical solution overcomes the constraint of siloed competition by utilizing a server-side database structure that dynamically manages group-participant relationships and broadcasts individualized or percentile-based rankings. This capability enables a high degree of participation efficiency, allowing users to achieve varying success metrics across different prize pools and social circles without duplicating their interaction with the underlying live event.
This patent contains 97 claims, with claims 1, 36, and 64 serving as the independent claims. The independent claims focus on a server device, a client device, and a method for facilitating simultaneous participation in multiple real-time contests of skill or chance by applying a single set of event selections across various contests and transmitting updated standings in real time. The dependent claims generally serve to specify the types of events involved, such as sporting events or esports, and detail operational features including competitive group formation, handicap adjustments, lockout mechanisms to prevent input during critical game moments, and the use of virtual currency or rewards systems.
Definitions of key terms used in the patent claims.
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