Patent No. US11678020 (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 Nov 19, 2021.
’020 is related to the field of distributed gaming, specifically addressing latency issues that arise when synchronizing games of skill with live or taped televised events. The background involves the increasing popularity of mobile devices for participating in such games, where fairness requires equalizing delays in television signal reception across different delivery systems (cable, satellite, over-the-air) and locations.
The underlying idea behind ’020 is to compensate for varying latencies in television signal reception to ensure a level playing field for all participants in a game of skill synchronized with a televised event. This is achieved by identifying and grouping participants based on their signal reception path and then adjusting the timing of game control data, such as lockout signals, to account for the measured delays.
The claims of ’020 focus on a method, device, and server for providing a game of skill or chance related to an event, comprising determining the location of a mobile device, providing the game based on that location, receiving input during the event, and triggering a lockout signal to prevent late responses. A key aspect is using a person physically at the event to determine when to trigger the lockout signal.
In practice, the invention involves several steps. First, the system determines how each participant receives their television signal (e.g., cable, satellite). Participants are then grouped into cohorts based on their reception method. The system then determines the amount of delay for each cohort, using methods like user questionnaires, GPS location, or automated audio/video sampling of the broadcast signal. Finally, the system equalizes the cohorts by adjusting the timing of the lockout signal or the entire game data stream.
’020 differentiates itself from prior approaches by actively measuring and compensating for latency differences, rather than simply ignoring them. The use of a person at the live event to trigger the lockout signal is a key differentiator, addressing the specific problem of delays introduced by broadcast networks. By grouping participants into cohorts and applying time-stamped adjustments to game control data, the invention ensures that all players have a fair and enjoyable experience, regardless of their location or television signal reception method.
In the mid-2000s when ’020 was filed, television broadcasts were at a time when signals were typically delivered via over-the-air broadcasts, cable systems, or satellite systems. At this time, digital video recorders were increasingly common, but hardware or software constraints made real-time synchronization across different delivery methods non-trivial. Systems commonly relied on distinct physical infrastructure for each delivery method, rather than unified content distribution networks.
The claims were rejected in a non-final office action. Specifically, claims 39-81 were rejected for nonstatutory double patenting over several US patents. The rejection stated that the claims were not patentably distinct because they claimed a similar invention of sending a lockout signal. The prosecution record does not describe the technical reasoning or specific claim changes that led to allowance.
This patent contains 43 claims, with independent claims 1, 18, and 31. The independent claims are directed to a method, a device, and a server device, respectively, for providing a game of skill or chance or other entertainment related to an event, including determining a mobile device's location, providing the game based on location, receiving input, and triggering a lockout signal. The dependent claims generally elaborate on and refine the elements and features described in the independent claims.
Definitions of key terms used in the patent claims.
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