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)] | 67 Claims |
1. A method of implementing a game of skill or chance or other entertainment comprising:
determining a geographic location of a device;
providing streaming content based on the geographic location of the device;
synchronizing the game of skill or chance or other entertainment with the streaming content, wherein the game of skill or chance or other entertainment involves users making selections utilizing the game of skill or chance or other entertainment, wherein the selections are related to an events that occurs within the streaming content, and further wherein the game of skill or chance or other entertainment is related to the streaming content; and
triggering a lockout signal, utilizing a person watching the event, to prevent the users from submitting a response to the game of skill or chance or other entertainment after the lockout signal.
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