US 12,350,596 B1
Communications integrity of stitched video draw game systems
Simon R. Twigg, Bangor (GB); and Kenneth E. Irwin, Jr., Dawsonville, GA (US)
Assigned to INSPIRED GAMING (UK) LIMITED, Staffordshire (GB)
Filed by Inspired Gaming (UK) Limited, Staffordshire (GB)
Filed on Oct. 28, 2024, as Appl. No. 18/928,632.
Int. Cl. G07F 17/32 (2006.01); A63F 3/06 (2006.01)
CPC A63F 3/0605 (2013.01) [G07F 17/326 (2013.01); G07F 17/329 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method for creating a plurality of phased video scenes by pseudorandomly selecting a set of video fragments from a database, seamlessly assembling the selected video fragments into the plurality of phased video scenes simulating a broadcasted draw game enabling wagering by a plurality of players with digital wallets, and electronically delivering the plurality of phased video scenes to selected players, each player having a player device with an active connection to a gaming platform for executing the broadcasted draw game, the method comprising:
(a) constructing, by a controller, a first phase preamble scene by:
(i) selecting a first pool of video fragments,
(ii) pseudorandomly arranging the first pool of video fragments using a Random Number Generator (RNG),
(iii) stitching the pseudorandomly selected video fragments into a playlist file, and
(iv) streaming the playlist file of the first phase preamble scene to a plurality of players;
(b) enabling the plurality of player devices to place a wager on the upcoming draw game when sufficient funds are available to support their wager in the respective player's digital wallet while the first phase preamble scene is streaming and recording all wagers in a wager database;
(c) constructing, by the controller, a second phase scene wherein no further wagers are accepted by:
(i) selecting a second pool of video fragments,
(ii) pseudorandomly arranging the second pool of video fragments using a first RNG,
(iii) stitching the pseudorandomly selected video fragments into a playlist file, and
(iv) streaming the playlist file of the second phase scene to the plurality of players at the conclusion of the streaming of the first phase preamble scene;
(d) initiating, by the gaming platform, a delay period when the second phase scene begins streaming;
(e) electronically checking, by the gaming platform, each of the player's active connections during the delay period to determine which player devices are maintaining the active connection with the gaming platform;
(f) at the end of the delay period, the gaming platform debiting each connected player's digital wallet for the amount of their wager when their respective player device is determined to be maintaining the active connection with the gaming platform, and voiding all player wagers when their respective player device is determined to not be maintaining the active connection with the gaming platform;
(g) determining, by the gaming platform, the broadcasted draw game outcome by receiving an output from the RNG;
(h) crediting, by the gaming platform, each winning actively connected player's digital wallet with the appropriate winnings from their wager; and
(i) constructing, by the controller, a third phase draw results scene by:
(i) selecting a pool of video fragments,
(ii) pseudorandomly arranging the pool of video fragments using a second RNG,
(iii) stitching the pseudorandomly selected video fragments into a playlist file, and
(iv) streaming the playlist file of the third phase draw results scene to only the plurality of player devices that maintained the active connection with the gaming platform at the conclusion of the streaming of the second phase scene, thereby electronically delivering the plurality of phased video scenes to selected players via their respective player devices.