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Title:
SYSTEMS AND METHODS FOR CONDUCTING INTERACTIVE FANTASY CONTESTS
Document Type and Number:
WIPO Patent Application WO/2020/037422
Kind Code:
A1
Abstract:
The present invention relates to methods for conducting interactive fantasy contests during live game play, such as fantasy sports contests. Also provided are devices and systems for conducting the fantasy contests.

Inventors:
PEREZ STEPHANE (CA)
BAAZOV OFER (CA)
JERMANN TYLER (US)
Application Number:
PCT/CA2019/051152
Publication Date:
February 27, 2020
Filing Date:
August 22, 2019
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
FANTECH SOFTWARE INC (CA)
International Classes:
A63F13/828; A63F13/35; A63F13/46
Domestic Patent References:
WO2018002936A12018-01-04
Foreign References:
US20070060325A12007-03-15
US7351150B22008-04-01
Attorney, Agent or Firm:
MBM INTELLECTUAL PROPERTY LAW LLP (CA)
Download PDF:
Claims:
Claims:

1. A computer implemented method of conducting a real-time interactive fantasy sports contest during live game play, said method comprising: a) receiving, by a server computing device, request(s) for entry into an internet-based fantasy sports contest from one or more user(s); wherein each entry into said fantasy sports contest includes a lineup of one or more player(s) corresponding to one or more real-life players from said live game play, wherein each request for entry comprises a user submitting a request for entry via an user interface on an user device, said user device communicating said request(s) to the server computing device via the internet; b) accepting, by the server computing device, the request(s) for entry into said fantasy sports contest; c) initiating, by the server computing device, said fantasy sports contest, wherein said fantasy sports contest is conducted during live game play; d) monitoring, by the server computing device, statistics of said live game play, time stamping and attributing new statistics from said live game play to a real-life player in said live game play; e) optionally receiving, by the server computing device, modification(s) to said user(s) lineup, wherein said modification(s) are time stamped; f) determining, by the server computing device, total points for each individual user based on the lineup and the modifications there to, wherein points are award to players in said lineup corresponding to the real-life player awarded the statistics, wherein said lineup must include the player corresponding to the real-life player at the time the statistics were awarded to receive points based on the awarded statistic; and g) awarding, by the server computing device, prizes based on a ranking of user(s)

based on total number of points or a points threshold.

2. The method of claim 1 , the determining step comprises reviewing the lineup, the timestamp of the lineup, any modifications to the lineup, the timestamp(s) of any modifications to the lineup, live feed statistic, and timestamp of the live feed statistic to determine if the lineup in play at the time of the awarded statistic comprises the player corresponding to the real-life player awarded the statistic, if yes points are awarded, if no points are not awarded.

3. The method of claim 1 , wherein said entry further comprises said entry comprises one or more player(s) for a bench and said modifications to said lineup comprises replacing player(s) from said lineup with player(s) from said bench.

4. A device comprising: a memory and a processor in communication with the memory, wherein the processor is programmed to perform the method of any one of claims 1 to 3.

5. The device of claim 4, wherein said device has a touchscreen interface.

6. A system comprising a server computing device, said server computing device in

communication with one or more user devices via a network; wherein said server computing device receives and implements requests from the one or more user devices for conducting the method of any one of claims 1 to 3.

Description:
Systems and Methods for Conducting Interactive Fantasy Contests

Background:

Fantasy sports league games are well known. Generally, in such games, participants select or "draft" currently active real-life athletes to form fantasy teams. A participant's success or failure in the game corresponds to the performance of the players in real-life games. Fantasy sports leagues can be of varying duration including daily, weekly or seasonal and may include both paid and free contests. Prizes, including monetary prizes, are awarded based on performance of the participants’ fantasy team.

In 2014, according to the Fantasy Sports Trade Association, there were over 41 million people playing online fantasy sports in North America with each player spending, on average, $1 1 1 over a 12-month period. Examples of online fantasy sports leagues include but are not limited to Fanpicks.com; Fanduel.com and Draftkings.com.

U.S. Patent No. 8,821 ,291 teaches methods of conducting fantasy sports or other competitions, where users select or draft an entirely new team of professional players each week (or at other suitable time interval).

U.S. Patent No. 6,371 ,855 teaches a system for providing an interactive sports game to a plurality of participants wherein each participant wishes to form a fantasy sports team made up of actual players.

U.S. Patent No. 8,814,660 teaches a fantasy betting application operated on a computerized device for managing a bet relating to statistics of a sporting event.

WO2014014492 teaches systems and methods for conducting fantasy sports tournaments.

U.S. Patent No. 8,926,436 teaches a method and device for fantasy sports roster

recommendations.

U.S. Patent No. 8,944,905 teaches methods for direct wagering and lottery wagering on real- world events including outcomes based on fantasy sports league performance. Summary of the Invention:

An object of the present invention is to provide systems and methods for conducting interactive fantasy contests. In accordance with an aspect of the present invention there is provided a computer implemented method of conducting a real-time interactive fantasy sports contest during live game play, said method comprising: a) receiving, by a server computing device, request(s) for entry into an internet-based fantasy sports contest from one or more user(s); wherein each entry into said fantasy sports contest includes a lineup of one or more player(s) corresponding to one or more real-life players from said live game play, wherein each request for entry comprises a user submitting a request for entry via an user interface on an user device, said user device communicating said request(s) to the server computing device via the internet; b) accepting, by the server computing device, the request(s) for entry into said fantasy sports contest; c) initiating, by the server computing device, said fantasy sports contest, wherein said fantasy sports contest is conducted during live game play; d) monitoring, by the server computing device, statistics of said live game play, time stamping and attributing new statistics from said live game play to a real-life player in said live game play; e) optionally receiving, by the server computing device, modification(s) to said user(s) lineup, wherein said modification(s) are time stamped; f) determining, by the server computing device, total points for each individual user based on the lineup and the modifications there to, wherein points are award to players in said lineup corresponding to the real-life player awarded the statistics, wherein said lineup must include the player corresponding to the real-life player at the time the statistics were awarded to receive points based on the awarded statistic; and g) awarding, by the server computing device, prizes based on a ranking of user(s) based on total number of points or a points threshold.

In certain embodiments, the determining step comprises reviewing the timestamp of the lineup, any modifications to the lineup, and timestamp of the live feed statistics to determine if the lineup in play at the time of the awarded statistic comprises the player corresponding to the real- life player awarded the statistic, if yes points are awarded, if no points are not awarded.

In certain embodiments, the entry further comprises said entry comprises one or more player(s) for a bench and said modifications to said lineup comprises replacing player(s) from said lineup with player(s) from said bench.

In another aspect of the present invention, there is provided a device comprising: a memory and a processor in communication with the memory, wherein the processor is programmed to perform the method of the present invention. In another aspect of the present invention, there is provided a system comprising a server computing device, said server computing device in communication with one or more user devices via a network; wherein said server computing device receives and implements requests from the one or more user devices for conducting the method of the present invention.

Brief description of the figures

Figure 1 illustrates an exemplary timestamped statistics as displayed to a user. In this non limiting example bold text such as "On bench", "In Game", or "Power Multiplier Used" refer to user initiated actions such as Swaps and Power Multipliers whereas strikeouts, hits allowed, etc. are stats that arrive from the statistics feed.

Detailed Description:

The present invention relates to computer implemented systems and methods of conducting a real-time interactive fantasy sports contest during live game play. In certain embodiments, the present invention utilizes real-time live event statistic feeds with time stamping of scoring statistics and time stamps of modifications to the user’s lineup of players during the live event. The time stamping of all actions and scoring statistics insures traceability of scoring and standings. In particular, the live tracking of the game play together with time stamping of both any user actions and scoring statistics prevents any user action to be made with knowledge of a stat which has not yet been recorded. The real-time time stamping of user actions (i.e.

modifications) ensures that real-life player stats earned by lineup selections are accredited proper fantasy points. This ensures the accuracy of the contest.

In one embodiment of the present invention, there is provided a computer implemented method of conducting a real-time interactive internet-based fantasy sports contest during live game play. The method comprises the following steps.

(a) Receiving, by a server computing device, request(s) for entry into an internet-based fantasy sports contest from one or more user(s).

Each entry into the fantasy sports contest includes a lineup of one or more player(s)

corresponding to one or more real-life players from the live game play. The live game play may be limited to a single game ( e.g . a single football game), or portion thereof ( e.g . first half of a single football game); multiple games occurring over a selected period of time ( e.g . all Monday night NFL games for a particular Monday). The live game play may be limited to a single type of event (e.g. only NFL games) or may include multiple types of events (e.g. NFL and NHL games).

The players which may be selected to form the lineup correspond to the real-life players from the live game play. For example, if the contest corresponds to a live Patriots vs Seahawks NFL game only players corresponding to active roster Patriot or Seahawk players can be selected.

In certain embodiments, there are restrictions on the formation of the lineup. Such restrictions are known in the art and include but are not limited to limitations on number of specific types of players or a certain salary cap.

In certain embodiments, the entry comprises one or more player(s) for a bench which may be used to modify the lineup. In specific embodiments, the bench comprises players

corresponding to all the real-life players from live game play that were not selected for the lineup. In other specific embodiments, the user selects specific players corresponding to the real-life players from the live game play that were not selected for the lineup for the bench.

The request for entry may also include but is not limited to one or more of the following:

personal information including for example one or more of the following: name, address, history of use including performance statistics and contacts. The request may be from a previously registered user or may be directly entered into an user interface, such as a webpage or app.

The fantasy sports contests include both fee based and free contests. The fee based and free contests may operate in substantially the same manner with the exception that each fee based contests has a pre-determined entry fee. For entry fee based contests, user information may also include billing information, such as credit card information or online payment options. The user information may be linked to a password accessible secure account or directly entered into an user interface. The user interface may be a webpage and/or app.

In certain embodiments, the lineup card for an entry may be“auto-dealt”, meaning rather than selecting players for starting lineup and bench positions, those positions are selected by the system based on predefined criteria or random selection. In this setting, once the lineup card is generated, the user may be locked into that lineup or may have the opportunity to re-deal and receiving a newly generated lineup card, or fold, eliminating themselves from competition. Each request for entry comprises a user submitting a request for entry via an user interface on an user device. For the purposes of the present disclosure, the term“user device” includes but is not limited to a telephone, computer, smartphone, television, tablet, wearable mobile device technology, KIOSK devices and POS devices, among any other arrangement that will be readily understood by the skilled person. In certain embodiments, the user provides the request for entry to a third party and the third party inputs the request. In specific embodiments, the user verbally submits a request for entry.

The one or more user devices each include software (e.g., operating system, Internet browser, fantasy competition mobile application software (i.e. app) etc.) to communicate with the computing device, and sufficient processing and storage capabilities to effectively execute the software. The one or more user devices may utilize any of the major platforms (e.g., Linux, Macintosh, Unix, OS2, Windows, etc.).

The user device communicates the request(s) to the server computing device via a network. In certain embodiments, the contest is an internet-based fantasy contest. A worker skilled in the art would readily appreciate appropriate server computing devices. Such a worker would readily appreciate that appropriate server computing devices comprise software (for example operating system, server software, fantasy contest software, etc.) to communicate with the one or more user devices and process requests; and appropriate components (e.g., processor, disk storage or hard drive, etc.) having sufficient processing and storage capabilities to effectively execute the server and fantasy contest software. The server computing device optionally includes one or more databases. The server computing device may utilize any of the commercially available operating systems and/or server software. A worker skilled in the art would readily appreciate that the server computing device may comprise a plurality of computing devices cooperating to perform the functions described herein or cloud based. A worker skilled in the art would readily appreciate appropriate networks for use with the present invention. Non-limiting examples of appropriate networks include internet, WAN, LAN, Intranet, etc.). The one or more user devices and server computing devices may be local to or remote from each other.

(b) Accepting, by the server computing device, the request(s) for entry into said fantasy sports contest. In certain embodiments, the requests for entry are accepted until start of live game play corresponding to the contest. For example, for contests covering a whole football game, requests for entry may be accepted until the first half kickoff while for contests covering the second half of a football game requests for entry may be accepted until the second half kickoff. In certain embodiments, the request for entry is timestamped. In specific embodiments, the request for entry is timestamped with the time of submission of the entry. In specific

embodiments, the request for entry is timestamped with the time of acceptance.

In certain embodiments, a notification is sent to the user that their request for entry has been accepted. This notification may optionally include details with respect to the entry such as lineup, bench and live gameplay. In certain embodiments, the notification includes a timestamp. The notification may include for example text messages, emails, pop-ups or other forms of notifications.

(c) Initiating, by the server computing device, the fantasy sports contest. The fantasy sports contest is conducted during live game play. In whole game contests, the contest is initiated at the start of game play. For example, for whole football games, the contest is initiated at the first half kickoff while for contests covering the second half of a football game, the contest is initiated at the second half kickoff.

In certain embodiments, a notification is sent to the user that the contest has started. The notification may include for example text messages, emails, pop-ups or other forms of notifications. This notification may optionally include details with respect to the starting lineup and details with respect to how modifications to the lineup can be made and/or a link to a page which allows modifications to the lineup.

(d) Monitoring, by the server computing device, statistics of said live game play, time stamping and attributing new statistics from said live game play to a real-life player in said live game play.

Live game statistics feed(s) are monitored by the server computing device. In certain embodiments, the statistics feed(s) are monitored in continuously in real-time during live game play. The statistic feed(s) include but are not limited to feed(s) provided by the league running the live game play ( e.g . NFL or NHL etc), or by third parties including but not limited to third party sports or new websites. Exemplary sites include but are not limited to goalserve.com, STATS, Sportdar, Opta, and SportsDirect. In certain embodiments, a single live game statistics feed is monitored.

In other embodiments, multiple live game statistics feeds are monitored. In specific

embodiments where multiple live game statistics feeds are used, one feed may be defined as primary and contests will be live scored by that feed and secondary feeds will be live

monitored. Where multiple live game statistics feeds are monitored, statistics from one or more of the feeds are timestamped. In certain embodiments, statistics from one feed is timestamped. In other embodiments, all feeds are timestamped.

In cases utilizing multiple feeds, if a discrepancy is detected between the feeds, the system administrator will be notified and given the ability to review the discrepancy. In this case the administrator will have the option of letting the stats posted by the primary feed stand or choose to revise the scoring.

It is known in the art that in real-life game plays/goals (i.e. statistics) may be overturned by game officials (for example a goal may be overturned following a review of the instant replay).

In such situations, a statistic will be retroactively reversed by the system as it automatically detects the removal of that stat from the feed. In such embodiments, the removal of that statistic will correspond with the timestamp of the original crediting of the reversed-statistic, not the timestamp of when the statistic was reversed.

The server computing device timestamps new statistics from the feed(s) and attributed the real- life player who scored those stats the real-life gameplay. The new statistics include removal of statistics because real-life statistic has been overturned by real-life game officials. In certain embodiments, all new statistics from the feed(s) are timestamped. In other embodiments, only new statistics which generate points in the fantasy contest are timestamped.

In specific embodiments where the timestamped statistics are available for review by the user the review period may be time limited. For example, may be limited to the time the contest is running. In specific embodiments, users can appeal timestamped statistics. In embodiments where appeals are allowed, evidence may be required to support the appeal. The evidence may be from a third party statistics feed. In specific embodiments, any statistics that are appealed are subject to manual review by the system administrator.

(e) Optionally receiving, by the server computing device, modification (s) to the user(s) lineup, wherein the modification(s) are time stamped ;

The fantasy contest of the present invention is interactive and allows users to submit modifications to their lineup during live gameplay. These modifications include but are not limited to replacing lineup players with players from the bench or adding a modifier to a player. As an illustrative example of a modifier to a player only, a user may add a 2x power multiplier to a particular player for a specific amount of time, in which time he will earn double points for all scoring stats scored based on the predefined scoring system for that fantasy contest. In certain embodiments, modifications may be submitted anytime during live gameplay. In other embodiments, modifications may be submitted at specific times during live gameplay. In certain embodiments, an unlimited number of modifications may be submitted during live gameplay. In other embodiments, there is a maximum number of modifications which may be submitted during live gameplay.

In certain embodiments, the user may schedule modifications to occur automatically in response to predetermined indicators. For example, a modification may be scheduled which adds a 2x power multiplier to any forward player during powerplays.

After the modification requests to the user(s) lineup are received, the modifications are timestamped. All new statistics that are detected by the system after the timestamp of the modification will reflect the effects of the user-initiated action.

Optionally, the requests are reviewed to determine if they are acceptable and only timestamped if they are determined to be acceptable. In certain embodiments, the requests are accepted if certain criteria are met. For example, there may be a restriction on the type of player that may be replaced (i.e. a quarterback from the lineup must be replaced by a quarterback).

In certain embodiments, a notification is sent to the user that their modification(s) has been accepted. This notification may optionally include details with respect to the modification and a timestamp. The notification may include for example text messages, emails, pop-ups or other forms of notifications.

In certain embodiments, user-initiated actions by one user may require a subsequent response action by another user in the contest. An example of this could be a swap initiated by one user necessitating a response swap from all other users in the contest. Opposing users could have the option to match this swap or receive a point deduction or be eliminated from the competition if they do not. Another example could be a user-initiated raise, where they add additional money to the prize pool. Opposing users in this case would need to match, or call, the additional fund contribution to prize pool or else fold and be eliminated from the competition. Consequences of no-action responses in these embodiments include but are not limited to elimination, point deduction, or no consequence at all.

(f) Determining, by the server computing device, total points for each individual user based on the lineup and the modifications to the lineup. Points are award to players in the lineup corresponding to the real-life player awarded the statistics. The lineup must include the player corresponding to the real-life player at the time the statistics were awarded to receive points based on the awarded statistic.

In certain embodiments, the determining step comprises reviewing the lineup, the timestamp of the lineup, any modifications to the lineup, the timestamp(s) of any modifications to the lineup (including player replacements and power multiplers with effective time range), live feed statistic, and timestamp of the live feed statistic to determine if the lineup in play at the time of the awarded statistic comprises the player corresponding to the real-life player awarded the statistic, if yes points are awarded, if no points are not awarded.

The points may be awarded in real-time with the live game play, at the end of the live game play, after the live game play or at pre-determined intervals during the live game play.

(g) Awarding, by the server computing device, prizes based on a ranking of user(s) based on total number of points or a points threshold.

Prizes including monetary and non-monetary prizes (such as merchandise or gift cards) may be awarded. In fee based contests, the total prize pool may be fixed by the contest organizer prior to the start of the contest or determined based on total number of entries. For example, the prize pool may be a percentage of the total entry fees collected. Individual prizes may be awarded based on ranking against other users, a predetermined prize chart, a point threshold or a combination thereof. Optionally, prizes may also be partially based on past performance of the user. In particular, a determination of whether a prize will be awarded is based on ranking against other users and the choice of potential prizes may be based on past performances of all (or a subset of that group) users. The contests may include a single prize pool or a primary prize pool and supplemental prize. The prize pool(s) may be fixed or may increase with each repetition of the contest until it is won.

Chat Messaging Interface

In certain embodiments, the system of the present invention further comprises a chat messaging interface which allows for text communication, sending voice recordings, or uploading files to a contest chat.

In certain embodiments, user actions and changes in the standings are automatically posted to the chat. In certain embodiments, the chat is time restricted. For example, the chat opens when a user has entered the contest and is available prior to the contest start and during the contest. The chat closes when the contest completes. The chat feature may be turned on or off per contest.

The chat may be available to just users in the contest or to all users on the site.

In certain embodiments, the system can block specific users from using chat. In certain embodiments, the system automatically flags/deletes inappropriate messages.

Example:

In Game Fantasy Sports Overview:

“In Game” is a computerized method for conducting fantasy sports contests covering one or multiple real life sporting events. In an“In Game” contest a user selects a given number of real life players for a starting lineup and a number of real life players for bench positions. Those selections may be limited on several factors including the following: player positions, number of players, player valuation, player projection, team affiliation, event that player is competing in. Furthermore, some varieties of the“In Game” contest may feature no defined bench positions at all and each user has access to the entire player pool as their bench. Other varieties may include additional features such as a“covered player” that is only visible to the user until contest completion - at contest completion the points scored by that player will be added to the user’s lineup total and opposing users may view that covered player. During gameplay, only non- covered players will be displayed to opposing users and only those non-covered players will contribute to the lineup point total.

While the real-life events are in live play, the contest becomes Live, and the“In Game” competition begins. During the live“In Game” competition users will be allowed actions on their lineups in order to affect which of their real life players are scoring or the points scored by those players - in relation to their contribution to the user’s entry’s point total, and thus standing in the competition. Those actions include but are not limited to: swaps of players between starting positions and bench positions and application of power multipliers to a certain player, which multiply by a predefined factor the points scored by that player for a predefined period of time. The use of these actions by users may or may not cost an additional fee that would be added to the available prize pool. Functionality:

The following an example of what an In Game process may look like, features including number of entrants, entry price, number of swaps, swap cost, power multiplier value, number or power multipliers, power multiplier duration, player lock period, events covered, number of starting players, number of bench players, restricted bench, payout amount, number of entrants paid, player pool, competing teams etc. are not limited to the following specifications:

A user enters a 6-entry, $100 entry, Winner Take All, In Game Contest covering a single NFL Monday night game of Patriots vs Seahawks. In this contest, he is required to choose 4 starting players from any position with a salary cap of $25,000 and 3 bench players with a salary cap restriction of $15,000.

Player pool may look something like the following:

QB Tom Brady $7500

QB Russell Wilson $7000

TE Rob Gronkowski $6800

WR Julian Edelman $6500

WR Brandon Marshall $6400

WR Doug Baldwin $6200

WR Tyler Lockett $5400

RB James White $5000

RB Sony Michel $3500

RB CJ Prosise $3000

An example entry from this player pool may look like the following:

Starting lineup, total salary used $23,200/ $25,000 with the player Rob Gronkowski set as “covered”

Tom Brady, Rob Gronkowski, Tyler Lockett, Sony Michael

Bench Lineup, total salary used $15,000/$15,000

Russell Wilson, James White, CJ Prosise

Once the live real-life event begins, the user will have the ability to user their“actions” in relation to the real life actions that occur within the event. For example the player may choose to swap Russell Wilson to the starting lineup position and move Tom Brady to the bench. On a contest to contest basis, some or all swaps may cost an additional entry fee which contributed to the total prize pool. There may or may not be restrictions on whether a“covered player” may be swapped or not. The player may also choose to add a 2x power multiplier to Tyler Lockett for 15 minutes, in which time he will earn double points for all scoring stats scored based on the predefined scoring system for that fantasy contest. The use of swaps or power multipliers may be restricted in the number each entrant is allowed or cost an additional fee to be added to the prize pool. At the end of the contest, the covered player’s point scored will be added to each lineup’s total and prizes will be paid out based on those standings.

Note: Players only accumulate points towards to total lineup score for real life statistics scored based on the predefined scoring system implemented by the individual Fantasy contest. There may or may not be restrictions on whether a“covered player” may be swapped or not.

“Covered” players will be hidden from opponents and will not contribute to lineup total score or standings until all events have completed and the contest is marked as completed. Number of swaps, cost per swap, number of power multipliers, magnitude of power multipliers, number of entrants, bench size, starting lineup size, and other contest specifics are determined per contest by the contest creator and may vary on a contest to contest creation.“In Game” contests can be run over a single real life event, or multiple, as defined by contest creator.

Process:

This contest may be conducted through several different mediums including but not limited to online, desktop computer, mobile phone, in-person, through a kiosk, through a television or stream, networked, or through a combination of several mediums, given that there is an interactive User Interface the user can use to communicate with the system in order to make player actions in real-time. User’s will be able to view player pool and select their lineup, as well as make their actions during live play through a GUI. All actions and scoring statistics recorded by players within a lineup will be logged with time stamps to insure traceability of scoring and standings.

Technical Specifications:

The hosting and monitoring of this type of contest requires computerized processes to log and document user actions as well as real-live player stats based on the time stamps of when they occur in order to insure proper tracking of point totals and standings. This all occurs in the software backend according to the following sources of actions: live event statistic feeds and user interface actions.

The first source, the live-event statistics feed, is monitored in real time by the software backend and when new stats are added to the feed, they are time stamped and attributed the real-life player who scored those stats the real-life event, earning fantasy points in the“In Game” Contest. Live tracking and accreditation of these stats is imperative to the fair administration of an“In Game” contest to prevent any user action to be made with knowledge of a stat which has not yet been recorded.

The second source, user interface actions, are those actions made by contest participants in their active participation in the“In Game” contest. Examples of those types of actions are Swaps from bench to starting position, or activation of Power Multipliers on selected players. These must be tracked in real-time along with stats so that real-life player stats earned by roster selections are accredited proper fantasy points in relation to those player actions.

Without the live monitoring and cohesiveness of these action logs, the legitimacy of this contest type would break down. The following are only some examples of how delays in software tracking could be exploited:

If User Interface actions are live tracked but there is a delay in how Statistics are tracked, a user who is at the real-life event or watching the event live, could make user actions based on stats that have not yet been recorded by the software yet. This could be the applications of a power multiplier on a real-life player who has just earned a great deal of fantasy points, such as a Touchdown in an NFL In Game contest, that the system has not yet recorded. Similarly a Swap In or Out of the starting lineup based on a positive or negative stat that has occurred in the Live event, but not recorded yet by the system.

If User Interface actions are delayed but Statistics are live tracked you could have the opposite problem, where User actions are not reflected in the real-time point scores by real-life players. This is a similarly unsatisfying user experience, and prevents the proper allocation of fantasy points based on User actions in conjunction with real-life events. If both User Interface actions and Statistics are delayed, and delayed at the exact same margin from real-time, this is acceptable, however, the only way to insure this would be by tracking real-time actions and implementing a delay on those, which serves no technical purpose and decreases the satisfaction in the user experience.