US 12,407,883 B2
Computerized systems and methods for a fan-engagement platform with players of real-time gameplay
Scott Bornstein, Syosset, NY (US)
Filed by Scott Bornstein, Syosset, NY (US)
Filed on Nov. 17, 2023, as Appl. No. 18/512,107.
Prior Publication US 2025/0168434 A1, May 22, 2025
Int. Cl. H04N 21/254 (2011.01); H04L 9/00 (2022.01)
CPC H04N 21/2542 (2013.01) [H04L 9/50 (2022.05)] 19 Claims
OG exemplary drawing
 
1. A method comprising:
identifying, by a device, an event, the event being a live sporting event at a location, the event comprising a set of participants;
analyzing, by the device, content captured related to real-time action of the event;
determining, by the device, based on the analysis, an occurrence during the event of a highlight, the highlight being a type of play within the live sporting event that triggers a threshold decibel level of fans in attendance at the location, the highlight being a portion of the real-time action that has characteristics at least a threshold degree of difference from other action occurring during the event;
electronically communicating, by the device, over a network, an electronic notification to a user device of a user viewing the live sporting event, the communication comprising an interactive user interface (UI) that enables identification of particular participants within the portion real-time action associated with the highlight and a selection of a digital asset value;
receiving, from the user device, via the UI, identification of a participant within the highlight and the selection of the digital asset value; and
electronically communicating, via the device, over the network, the digital asset value to an electronic account of the participant identified via interaction with the UI.