CPC H04N 21/4781 (2013.01) [A63F 13/216 (2014.09); A63F 13/22 (2014.09); A63F 13/285 (2014.09); A63F 13/32 (2014.09); A63F 13/332 (2014.09); A63F 13/335 (2014.09); A63F 13/338 (2014.09); A63F 13/358 (2014.09); A63F 13/50 (2014.09); A63F 13/795 (2014.09); A63F 13/92 (2014.09); H04N 5/04 (2013.01); H04N 21/2385 (2013.01); H04N 21/24 (2013.01); H04N 21/25866 (2013.01); H04N 21/27 (2013.01); H04N 21/4302 (2013.01); H04N 21/435 (2013.01); H04N 21/43615 (2013.01); H04N 21/44209 (2013.01); H04N 21/4508 (2013.01); H04N 21/47217 (2013.01); H04N 21/6131 (2013.01); A63F 2300/406 (2013.01); A63F 2300/407 (2013.01); A63F 2300/409 (2013.01); A63F 2300/534 (2013.01)] | 44 Claims |
1. A server comprising:
a. a memory for storing an application for conducting one or more real-time games of skill or chance or other entertainment in connection with a sports event, the application configured for:
i. communicating with a plurality of devices grouped into a plurality of cohorts, wherein each cohort constitutes participants in one of the real-time games of skill or chance or other entertainment; and
ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment;
iii. simultaneously transmitting the one or more files to each of the devices within a cohort;
iv. sending one or more lockout signals at one or more appropriate times based on an amount of delay to prevent users from submitting one or more responses to the one or more real time games of skill or chance or other entertainment, wherein the at least one of the one or more lockout signals is based on information from an observer of the sports event; and
b. a processor for processing the application.
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