Patent No. US11185770 (titled "Methodology For Equalizing Systemic Latencies In Television Reception In Connection With Games Of Skill Played In Connection With Live Television Programming") was filed by Winview Ip Holdings Llc on Jun 23, 2020.
’770 is related to the field of distributed gaming, specifically addressing latency issues in real-time entertainment like games of skill synchronized with live or taped televised events. The background acknowledges the widespread use of mobile devices and the potential for games of skill based on predicting events in televised sports or game shows. A key challenge arises from the fact that television signal reception is not synchronized nationwide, leading to unfair advantages for some participants due to varying delays in receiving the signal.
The underlying idea behind ’770 is to equalize the effects of latency differences in television signal reception to ensure fair competition in real-time entertainment. This involves identifying and mitigating delays caused by systemic propagation delays (e.g., satellite hops, cable processing), arbitrarily imposed broadcast delays, and variances in broadcast times of taped programs. The core insight is that by accounting for these delays, a level playing field can be created for all participants, regardless of their location or television service provider.
The claims of ’770 focus on methods for implementing a game of skill or chance that involves users making selections related to events occurring within a content stream. The independent claims cover determining the geographic location of a device, providing streaming content based on that location, and using a lockout signal triggered by a person at the live event to prevent users from submitting responses after the outcome is known. The claims also address delivering synchronized game data to devices and determining the service provider for each participant.
In practice, the invention works by first determining how each participant receives their television signal (e.g., over-the-air, cable, satellite). Participants are then grouped into cohorts based on their reception method. The amount of delay for each cohort is determined through various methods, such as requiring participants to answer questions about their television service, marking the time of a predetermined event, or using GPS to determine their location. The system then equalizes the cohorts by time-stamping the lockout signals or imposing delays on the entire game data stream, ensuring that all participants receive the lockout signal at approximately the same time relative to the event triggering it.
This approach differs from prior solutions by actively measuring and compensating for latency differences, rather than simply ignoring them. By using a live observer to trigger the lockout , the system can account for delays introduced by the broadcast network and the user's equipment. Furthermore, the invention addresses the specific problem of participants attending a live event having an advantage over those watching on television by creating separate competitions for each group. This ensures that all participants have a fair chance of winning, regardless of their location or television setup.
In the mid-2000s when ’770 was filed, games of skill played in connection with live television programming were at a time when mobile devices were increasingly common, but hardware and software constraints made it non-trivial to synchronize game play across different devices and network connections due to systemic latencies in television reception.
The examiner allowed the claims because they recite triggering a lockout signal using a person attending the events related to the streaming content, which prevents users from submitting a response. Prior art discloses similar lockout signals, but uses local clocks, a guard period, and the broadcast origination to secure the system from cheating using broadcast delays. The examiner stated that the prior art does not teach using a person onsite to facilitate the generation of the lockout signal.
This patent contains 60 claims, with independent claims 1, 20, 35, and 47. The independent claims generally focus on methods for implementing games of skill or chance in conjunction with streaming content, using geographic location data and lockout signals to synchronize gameplay with events in the content. The dependent claims generally elaborate on specific aspects of the independent claims, such as the type of streaming content, methods for determining geographic location, and synchronization techniques.
Definitions of key terms used in the patent claims.
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