Methodology For Equalizing Systemic Latencies In Television Reception In Connection With Games Of Skill Played In Connection With Live Television Programming

Patent No. US11235237 (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 Dec 23, 2020.

What is this patent about?

’237 is related to the field of distributed gaming, specifically addressing the problem of latency in games of skill synchronized with live or taped television events. The background acknowledges that variations in television signal reception times across different delivery systems (cable, satellite, over-the-air) and even within the same system can create unfair advantages for some players. Prior art solutions lacked the ability to equalize these systemic latencies, leading to potentially skewed results and diminished user experience.

The underlying idea behind ’237 is to equalize latency by grouping participants into cohorts based on their television signal reception path and then adjusting the timing of game control data, such as a 'lockout' signal, to compensate for the differences in signal arrival times. This ensures that all players have a fair opportunity to participate, regardless of their location or television service provider. The core insight is that by identifying and mitigating these delays, the playing field can be leveled, enhancing the overall gaming experience.

The claims of ’237 focus on a method for synchronizing data file display on internet-connected devices with a live event, particularly in the context of games of skill or chance. The method involves storing data files related to the live event on a server, identifying game elements within the live event, transmitting the files to the devices, and sending a 'lockout' signal to prevent responses after the game element's outcome is revealed. A key aspect is determining the lockout signal time by using a person observing a television feed remotely from the live event. Another claim focuses on equalizing latency by determining the amount of delay, imposing that delay on the game data stream, and sending game control data to participants, accounting for the delay.

In practice, the system determines how each participant receives their television signal (e.g., cable, satellite) and groups them into cohorts. The delay for each cohort is then measured using various methods, such as requiring participants to answer questions about their setup, marking the time of a specific event in the telecast, or using GPS data from their mobile device. The server then adjusts the timing of the 'lockout' signal or the entire game data stream to compensate for these delays, ensuring that all players receive the signal at approximately the same time relative to the live event.

This approach differs from prior solutions by actively measuring and compensating for latency differences rather than simply ignoring them. By creating cohorts and dynamically adjusting the timing of game control data, the system effectively neutralizes the advantages that some players might otherwise have due to faster or slower television signal reception. The use of a remotely located observer to determine the lockout signal time is also a key differentiator, allowing for real-time adjustments based on the actual unfolding of the live event. The system aims to provide a more equitable and enjoyable gaming experience for all participants.

How does this patent fit in bigger picture?

Technical landscape at the time

In the mid-2000s when ’237 was filed, at a time when mobile devices were increasingly prevalent, systems commonly relied on client-server architectures for networked applications. At that time, delivering synchronized content to mobile devices over cellular networks presented challenges due to varying network latencies and device capabilities. Hardware or software constraints made real-time equalization of delays across diverse user environments non-trivial.

Novelty and Inventive Step

The application was subject to a non-final rejection. Claims 14-17 and 39-153 were rejected for non-statutory double patenting over claims of U.S. Patent Nos. 8,659,848; 8,699,168; 9,744,453; 8,737,004; 9,919,211 and 10,150,031. The prosecution record does not describe the technical reasoning or specific claim changes that led to allowance.

Claims

This patent contains 119 claims, with independent claims 1 and 64. The independent claims focus on methods for synchronizing data file display on internet-connected devices with live events, particularly in the context of games of skill or chance, by addressing latency issues and using lockout signals. The dependent claims generally elaborate on and refine the specifics of the independent claims, adding details and variations to the core method.

Key Claim Terms New

Definitions of key terms used in the patent claims.

Term (Source)Support for SpecificationInterpretation
Data files
(Claim 1, Claim 64)
“A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.”Files stored on a server that relate to a live event and are used in a game of skill, chance, or entertainment run in conjunction with the live event.
Game control data
(Claim 64)
“Utilizing software resident in the game control server, game control data for each set of viewers/competitors of the game in progress who are receiving their television picture through the same source are batched together by the game control server, and the appropriate delay is either time stamped on the game “lock out” signals, or is imposed on the entire data stream so that competitors receiving their television information slightly behind or ahead of others gain no material competitive advantage. Another method is for the game control server to send all the game control data to all of the viewers/competitors of the game at the same time, and the client software is able to delay the presentation of the game data based on the viewers' cohort.”Data used to control the game, which is sent to participants, taking into account any delays.
Game data stream
(Claim 64)
“Utilizing software resident in the game control server, game control data for each set of viewers/competitors of the game in progress who are receiving their television picture through the same source are batched together by the game control server, and the appropriate delay is either time stamped on the game “lock out” signals, or is imposed on the entire data stream so that competitors receiving their television information slightly behind or ahead of others gain no material competitive advantage.”A stream of data related to the game that is adjusted to account for latency.
Game element
(Claim 1, Claim 64)
“Examples are live baseball, basketball and football games, taped game shows such as Wheel of Fortune™ and Jeopardy™ or other television programming such as predicting the winners of the Oscars. In a game of skill, for example, fair competition necessitates that a fast paced game, based on the unfolding television action has a level playing field for all participants regardless of how they receive their television signal.”A specific event or component within a live event that is relevant to a game of skill, chance, or entertainment.
Lockout signal
(Claim 1, Claim 64)
“One example is a game is based upon a football telecast, wherein competitors predict the play that the coaches and/or quarterback call prior to the snap of the ball. The competitor's prediction is based among other things on their observation of the down, distance and the offensive and defensive formations on the field and tendencies of the teams in these situations. Such a game utilizes a “lock out” signal, as described in the U.S. Pat. No. 4,592,546 to Fascenda, entitled “Game of Skill Playable by Remote Participants in Conjunction with a Live Event,” which is incorporated by reference herein, to prohibit the entry of predictions after the competitor sees the play begin to unfold, at the snap of the ball.”A signal sent to prevent users from submitting a response to the game after a result of a game element has been revealed within the live event.

Litigation Cases New

US Latest litigation cases involving this patent.

Case NumberFiling DateTitle
3:25-cv-01146Feb 10, 2025Winview Ip Holdings, Llc V. Fanduel, Inc.
3:25-cv-01143Feb 10, 2025Winview Ip Holdings, Llc V. Draftkings Inc.

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US11235237

WINVIEW IP HOLDINGS LLC
Application Number
US17133366
Filing Date
Dec 23, 2020
Status
Granted
Expiry Date
Apr 12, 2027
External Links
Slate, USPTO, Google Patents