Sports competition server hosting games between remote opponents using physical sports implements in real-time
Abstract
Real-time sports competition is hosted by a server between remote opponents. The interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition with projectiles. Opponents are paired for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete. A competitive sports game is hosted between the paired opponents by receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and impact force against a projectile. A winner of the competitive sports game can be determined.
Claims
exact text as granted — not AI-modified1 . A computer-implemented method in a competitive game server, communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising:
receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition; pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete; conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players, and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity and or impact force against a sport equipment item; and determining a winner of the competitive sports game.
2 . The method of claim 1 , wherein the sport specific tool comprises at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove.
3 . The method of claim 1 , wherein pairing opponents comprises at least two opponents.
4 . The method of claim 1 , wherein the wireless communication interface transmits over the data communication network via Wi-Fi.
5 . The method of claim 1 , further comprising:
receiving a signal to terminate the competition from at least one of the opponents; and terminating the competition.
6 . The method of claim 1 , wherein the sports implement virtually impacts a virtual projectile.
7 . The method of claim 1 , wherein the sports implement physically impacts a projectile.
8 . The method of claim 1 , further comprising:
hosting chat conversations between the opponents.
9 . The method device of claim 1 , further comprising:
receiving physiological data of one of the opponents.
10 . A non-transitory computer-readable medium storing source code that, when executed by a processor, performs a method in a competitive game server communicatively coupled over a data communication network to remote computers, for hosting interactive sports game play between remote opponents in real-time, the method comprising:
receiving a game participation request from computers associated with a plurality of players at a plurality of remote sites, for interactive sports game play using the computers over the data communication network, wherein the interactive sports game play involves sport specific tools simulating equipment used for in-person sports competition; pairing opponents for sports competition using the sport specific tools, including identifying opponents from the plurality of players to compete; and conducting a competitive sports game between the paired opponents, including starting the sports competition responsive to start-up of competition by at least one of the opponents, and receiving input from each player sourced from a sport specific tool with sensors to determine motion of the specific sport tool caused by players and wireless circuitry to transmit motion data to the user computers, wherein motion data includes at least velocity or impact force against a projectile.
11 . The method of claim 10 , wherein the sport specific tool comprises, but not limited to, at least one of a golf club, a hockey stick, a baseball bat, a tennis racquet, and a boxing glove.
12 . The method of claim 10 , wherein pairing opponents comprises pairing at least two opponents.
13 . The method of claim 10 , wherein the wireless circuitry transmits over the data communication network via Wi-Fi.
14 . The method of claim 10 , further comprising:
receiving a signal to terminate the competition from at least one of the opponents; and in response, terminating the competition.
15 . The method of claim 10 , wherein the sports implement virtually impacts a virtual projectile.
16 . The method of claim 10 , wherein the sports implement physically impacts a projectile.
17 . The method of claim 10 , further comprising:
hosting chat conversations between the opponents.
18 . The method of claim 10 , further comprising:
receiving physiological data for one of the opponents.
19 . The method of claim 10 , wherein the sports implement impacts a sports equipment item.
20 . A competitive game server device for responding to a predefined event occurring within a gaming environment implemented over a data network, by automatically transmitting an alert or message outside the gaming environment, the competitive game server device comprising:
a processor; a communication interface, communicatively coupled to the processor and to the data network; and a memory, communicatively coupled to the processor and to the processor, for storing a plurality of machine instructions that, when executed by the processor:
detect a predefined event occurring within the gaming environment, wherein the gaming environment provides secure and limited access such that players only gain access to the gaming environment through a secure gateway, wherein the gaming environment is inaccessible by any person communicating over the data network that is outside of the gaming environment, and wherein the gaming environment is accessible by player devices participating within the secure gateway, and
in response the predefined event detection, automatically transmit the alert or message over the data communication network, wherein the alert or message provides information pertaining to the predefined event.Join the waitlist — get patent alerts
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