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Title:
SYSTEM FOR REDUCED BANDWIDTH STREAMING OF LIVE GAMING CONTENT TO GAMING APPLICATIONS
Document Type and Number:
WIPO Patent Application WO/2023/113690
Kind Code:
A1
Abstract:
A gaming system for presenting live gaming content 13A on a plurality of authorized user devices via a streaming box 15. The streaming box 15 is in data communication with a content provider 11C for the live gaming content 13A, a gaming server 14 for the routing of betting requests from the authorized user devices, and user traffic 18. The streaming box 15 includes a video delivery optimization (VDO) module 15A that permits transfer of some but not all user traffic 18, to reduce bandwidth needs of the streaming box 15. The streaming box 15 includes a broadcast module 15B that multicasts the live gaming content 13A to each of the authorized user devices. The streaming box 15 can also include an authentication module 15E for embedding a unique watermark 13B in the live gaming content 13A displayed on either a video display device 13 or each of the authorized user devices.

Inventors:
MENDIOLA DENNIS BELTRAN (US)
CAGALAWAN PATRICK GIL GORRES (PH)
Application Number:
PCT/SG2021/050797
Publication Date:
June 22, 2023
Filing Date:
December 17, 2021
Export Citation:
Click for automatic bibliography generation   Help
Assignee:
VOXP PTE LTD (SG)
International Classes:
H04N21/2187; G06Q50/34; G07F17/32; H04L9/00
Foreign References:
US20210076103A12021-03-11
US20190245917A12019-08-08
US20180316948A12018-11-01
US20210136456A12021-05-06
US20150127805A12015-05-07
Attorney, Agent or Firm:
YUSARN AUDREY LLC (SG)
Download PDF:
Claims:
CLAIMS

1. A gaming system for streaming live gaming content and receiving a plurality of betting requests from a plurality of authorized user devices, the gaming system comprising at least one content provider, a gaming server including a content module, a network, and a plurality of streaming boxes in data connection with the network and the authorized user devices, wherein each streaming box comprises:

(a) a public data port configured to send and receive data from the network, wherein the public data port is in data communication via the network with:

(i) the at least one content provider providing the live gaming content, either directly or indirectly via the content module of the gaming server;

(ii) the gaming server providing betting data; and

(iii) user traffic including at least one of texting data, email data, social media, webpages, and application updates;

(b) a local network port,

(i) wherein the local network port is configured to connect to the authorized user devices, the authorized user devices including at least one of a smartphone, a laptop, and a tablet; and

(ii) wherein the local network port includes at least one of a Wi-Fi port and a Bluetooth port;

(c) a video delivery optimization (VDO) module including a programmable whitelist/blacklist and a dissector,

(i) wherein the VDO module is in data communication with the local network port of the streaming box;

(ii) wherein the programmable whitelist/blacklist lists a plurality of filtered network resources for each of a plurality of network requests made by the authorized user devices to the local network port of each of the streaming boxes;

(iii) wherein the dissector is configured to inspect each network request made by the authorized user devices using deep packet inspection (DPI); and

(iv) wherein data communication between the public data port and the authorized user devices is permitted only for the network requests linked by the dissector to at least one of the filtered network resources permitted by the programmable whitelist/blacklist;

46 (d) a broadcast module,

(i) wherein the broadcast module is configured to receive the live gaming content from the at least one content provider either directly or indirectly from the content provider via the network; and

(ii) wherein the broadcast module is configured to multicast the live gaming content to each of the authorized user devices in data connection with the local network port of the streaming box; and

(e) a betting module, wherein the betting module is configured to:

(i) receive the betting data from the gaming server and route the betting data to each of the authorized user devices; and

(ii) receive the betting requests from the authorized user devices and route the betting requests to the gaming server via an encrypted protocol.

2. The gaming system of claim 1, wherein the dissector is configured to classify SSL/TLS traffic of each network request based on a server name indication (SNI).

3. The gaming system of claim 1, wherein the filtered network resources permitted by the programmable whitelist/blacklist include:

(a) a listing of approved/blocked smartphone applications;

(b) a listing of approved/blocked web pages;

(c) a listing of approved/blocked application updates; and

(d) a traffic prioritization policy.

4. The gaming system of claim 3, wherein the listing of approved/blocked smartphone applications is flagged to permit use of OTT messaging applications.

5. The gaming system of claim 1, wherein the broadcast module is configured to multicast using Internet group management protocol (IGMP).

6. The gaming system of claim 1,

(a) wherein the live gaming content includes both live audio and live video; and

(b) wherein the broadcast module includes an audio-only mode for streaming of the live audio to at least one of the authorized user devices without the live video.

47

7. The gaming system of claim 1,

(a) wherein the content module of the gaming server is further configured to store cached content;

(b) wherein the cached content includes at least one of a plurality of advertisements, a gaming application, a plurality of video snippets, a plurality of animation, and a plurality of public service announcements;

(c) wherein the streaming box further includes a caching module including non-volatile storage to cache at least a portion of the cached content from the content module of the gaming server; and

(d) wherein the caching module is configured to receive and respond to a plurality of transfer requests for the cached content, each transfer request originating from one of the authorized user devices.

8. The gaming system of claim 1, wherein the betting data includes at least one of

(a) a plurality of betting options;

(b) a plurality of bet confirmations;

(c) a plurality of betting statistics; and

(d) a plurality of account balances.

9. The gaming system of claim 1, the gaming system further including a principal server,

(a) wherein the gaming server further includes an aggregator module and an accounts module;

(b) wherein at least a portion of the betting requests sent to the gaming server from the streaming box are micro-betting requests;

(c) wherein the aggregator module is configured to aggregate the micro-betting requests into at least one standard betting request and route the at least one standard betting request to the principal server for processing by the principal server in real time; and

(d) wherein the accounts module is configured to store and update:

(i) a plurality of user accounts records, the accounts module configured to track each of the micro-betting requests received within the user account records; and

(ii) a plurality of agent account records, the accounts module configured to track the at least one standard betting request within the agent account records.

48

10. The gaming system of claim 9, wherein the micro-betting requests include spot betting requests.

11. The gaming system of claim 9,

(a) wherein each user account record includes at least one of a user phone number and a machine readable alphanumeric code; and

(b) wherein the machine readable alphanumeric code is obtained from a snapshot taken by the authorized user device of a user identification card.

12. The gaming system of claim 11, wherein the machine readable alphanumeric code is at least one of a QR code, a standard barcode, and an alphanumeric identifier.

13. The gaming system of claim 12, wherein the gaming server is further configured to identify a link between:

(a) the user phone number or the machine readable alphanumeric code; and

(b) one or more previously identified pirated live gaming feeds.

14. The gaming system of claim 1,

(a) wherein the streaming box further includes an HDMI port configured to receive the live gaming content from the broadcast module and route the live gaming content to a least one video display device for presentation by the at least one video display device; and

(b) wherein each streaming box further includes an authentication module configured to:

(i) receive or generate an authorization code for the live gaming content; and

(ii) embed the authorization code as a unique watermark in the live gaming content routed to and presented by at least one of:

(1) the at least one video display device; and

(2) each of the authorized user devices in data connection with the local network port of the streaming box.

15. The gaming system of claim 14,

(a) wherein each authorization code is generated by both the authentication module of the streaming box and the content module of the gaming server employing meta data and an authorization code algorithm;

(b) wherein the meta data and the authorization code algorithm are available to both the streaming box and the gaming server; and

(c) wherein the unique watermark presented:

(i) is a machine readable shape; and

(ii) is verifiable from a photograph taken of the unique watermark and transmitted to the content module of the gaming server for verification.

16. The gaming system of claim 14, wherein the machine readable shape is at least one of a QR code, a standard barcode, and a machine readable alphanumeric code.

17. The gaming system of claim 14, wherein each authorization code and the unique watermark associated with the authorization code have at least one of

(a) a limited effective time duration;

(b) a first association with a specific location for viewing of the live gaming content; and

(c) a second association with a specific live gaming event.

18. The gaming system of claim 1, wherein the public data port is configurable for receiving a digital television broadcast of the live gaming content from a digital television receiver dongle.

19. The gaming system of claim 18, wherein the public data port is an OTG-enabled USB port configured to receive the digital television receiver dongle.

20. The gaming system of the claim 1, wherein:

(a) the live gaming content is delivered in an encrypted format;

(b) decryption of the live gaming content is performed by at least one of:

(i) a gaming application, installed on each authorized user device, using decryption keys accessed from the content provider or the gaming server; and

(ii) the streaming box using decryption keys accessed from the content provider or the gaming server.

21. The gaming system of claim 20,

(a) wherein the decryption keys are delivered via a text-only protocol; and

(b) wherein the text-only protocol is one of:

(i) an unstructured supplementary service data (USSD) protocol; and

(ii) a short message service (SMS) protocol.

22. The gaming system of claim 1,

(a) wherein each authorized user device includes a gaming application; and

(b) wherein the gaming server further includes a monitoring module configured to collect a plurality of usage parameters from the gaming application of each authorized user device.

23. The gaming system of claim 22, wherein the monitoring module is further configured to collect, with an informed consent of the user, at least one of

(a) social media data of the user;

(b) a self-reported income of the user; and

(c) a self-reported profession of the user.

24. The gaming system of claim 22, wherein for each gaming application:

(a) the monitoring module is configured to calculate an access score and a gaming health score based upon the usage parameters collected from the gaming application; and

(b) access to a full functionality of the gaming application is conditioned upon:

(i) the access score for the gaming application exceeding a threshold access score; and

(ii) the gaming health score for the gaming application exceeding a threshold health score.

25. The gaming system of claim 24, wherein the monitoring module is configured to employ an Al / ML model to calculate the access score and the gaming health score for each gaming application.

26. The gaming system of claim 22,

(a) wherein, for each gaming application, the monitoring module of the gaming server or the VDO module of the streaming box associated with the gaming application is configured to:

(i) collect network information for the authorized user device associated with the gaming application; and

(ii) ascertain an optimized network configuration for the gaming application;

(b) wherein, for each gaming application, the VDO module of the streaming box associated with the gaming application is configured to deliver the live gaming content to the authorized user device associated with the gaming application according to the optimized network configuration of the gaming application; and

(c) wherein the network information for the authorized user device associated with each gaming application includes at least one of

(i) a MAC address;

(ii) an IP address;

(iii) a data delivery method including at least one of a UDP protocol and a TCP/IP protocol; and

(iv) a model identifier of the authorized user device.

27. The gaming system of claim 1, wherein each of the authorized user devices in data connection with the streaming boxes includes a virtual private network (VPN) functionality for a private data connection to the gaming server.

52

Description:
SYSTEM FOR REDUCED BANDWIDTH STREAMING OF

LIVE GAMING CONTENT TO GAMING APPLICATIONS

TECHNICAL CONTRIBUTION

The present disclosure relates to gaming systems for displaying live gaming content and processing betting requests. More particularly, the present disclosure relates to a system for reduced bandwidth streaming to gaming applications using a multicasting streaming box with a video delivery optimization (VDO) module.

BACKGROUND

FIG. 1 summarizes in rows (A) to (C) of chart 1-00 the prior art options for a user to view live gaming content and place bets. Per row (A) of the chart 1-00, a first option available to the user is in person attendance at a live event venue with betting booths. Per row (B), a second option is an off-track gaming venue. Off-track gaming venues typically stream the live gaming content via a CCTV feed and provide betting booths. Per row (C), a third option is online viewing of live gaming content via a web browser of a computing device (such as a smartphone, a laptop, or a tablet) with a public data port (such as a wired Ethernet port, a WiFi port connected to a Wi-Fi local area network, or a mobile wireless port). During online viewing, the user can also submit betting requests online using the web browser. Rows (D) to (F) of the chart 1-00 represent the gaming experiences available under the inventions described in the detailed description section of this disclosure. Viewing of live gaming content via a digital television broadcast can be used to augment any of the gaming experiences available under the prior art or available under the inventions.

While live event venues and off-track gaming venues are well equipped for presentation of gaming content and betting request processing, they can be inconvenient to attend in person. Attendance at live events has also recently been complicated by pandemic related social distancing restrictions. Digital television broadcast viewing or streaming online viewing (via an Internet connection) of the live gaming content is more convenient for most users, especially those living in remote areas, as there is no need to travel to a live event venue or off-track gaming venues to enjoy the live gaming content and place betting requests. The digital television broadcast viewing or streaming online viewing can be available unrestricted (e.g., without payment to a restricted subscription service), under a restricted subscription service, or in conjunction or in parallel with an active gaming application. Unrestricted terrestrial television broadcasts are also available, but for live gaming content such unrestricted terrestrial broadcasts (or terrestrial interconnectivity) introduce challenges regarding pirating of the live gaming content, negative public perception (e.g., corruption of minors), and/or possible governmental regulation.

Digital television broadcasts can be viewed on a television screen, a video display device, or a computing device (such as a smartphone, laptop, or tablet). The digital television broadcast can be received via a digital television antenna or a dedicated LAN cable for viewing on a television screen. To view live gaming content from a digital television broadcast on a computing device (such as a smartphone, laptop, or tablet), the live gaming content can be received using a digital television receiver dongle. The digital television receiver dongle can include a USB connector to establish a data connection from the digital television receiver dongle to a USB port on the computing device. Such a digital television receiver dongle can also be used to feed live gaming content to a video display device in conjunction or in parallel with an active gaming application.

Online viewing of live gaming content via the Internet, however, introduces challenges for both the user and the gaming industry. Live video feeds via the Internet, especially in developing countries, are subject to bandwidth restrictions and data delivery fees for users (as the majority of Internet access is through a mobile wireless Internet data plan providing for 3G, LTE, or 5G). Often a user’s mobile wireless Internet data plan charges by data throughput volume (such as by the gigabytes or hundreds of megabytes) of Internet data received by the user’s smartphone, making the streaming of live gaming content prohibitively expensive relative to local wages. Some users may not even have a standard mobile wireless Internet data plan and are restricted to communicating through phone calls and text messages. The text messages could be communicated in the form of unstructured supplementary service data (USSD) protocol “call or session” messages and short message service (SMS) protocol messages. USSD, sometimes referred to as “quick codes” or “feature codes”, is a communications protocol used by cellular telephones to communicate with the mobile network operator’s computers. USSD messages are up to 182 alphanumeric characters long. Unlike SMS messages, USSD messages may create a real-time connection during a USSD protocol session. The connection remains open, allowing a two-way exchange of a sequence of texting data, akin to navigating through a menu tree.

In addition to technological challenges, government gaming regulations may require minimum betting request amounts, restrict payment methods, and/or require know-your- customer (KYC) registration. These government gaming regulations are often directed at restricting gaming by minors. Online access also increases the likelihood that the gaming industry’s live gaming content will be pirated and that unlicensed betting requests will be made on the black market.

What is first needed is a technology that can provide affordable high quality online video or restricted digital television broadcast video to users. Second, what is needed is a means of enabling users to place betting requests when they have limited Internet access. Third, what is needed is a means for users to route micro-bets to the larger licensed gaming entities and make account payments through locally available payment methods. Fourth, the gaming industry requires better means to minimize the pirating of their live gaming content and reduce unlicensed betting. Fifth, each user requires a means to establish a gaming account that the user can use to cash in and cash out of, even in a developing nation market where few users have a traditional bank account (such as the Philippines) and therefore much of the populace is considered “unbanked”

SUMMARY

Most generally, a first invention is a gaming system for presenting live gaming content on a plurality of authorized user devices via a streaming box. The streaming box is in data communication with a content provider for the live gaming content, a gaming server for the routing of betting requests from the authorized user devices, and user traffic. To reduce data bandwidth requirements, the streaming box includes a video delivery optimization (VDO) module that permits transfer of some but not all user traffic, to reduce bandwidth needs of the streaming box. The VDO module can specifically block or throttle user traffic of a certain type, such as torrent downloads and video streams. The streaming box includes a broadcast module that multicasts the live gaming content to each of the authorized user devices.

The first invention is a gaming system for streaming live gaming content and receiving a plurality of betting requests from a plurality of authorized user devices. The gaming system comprises at least one content provider, a gaming server including a content module, a network, and a plurality of streaming boxes in data connection with the network and the authorized user devices. Each streaming box comprises: (a) a public data port; (b) a local network port; (c) a video delivery optimization (VDO) module; (d) a broadcast module; and (e) a betting module.

In the first invention, the public data port is configured to send and receive data from the network. The public data port is in data communication via the network with: (1) the at least one content provider providing the live gaming content, either directly or indirectly via the content module of the gaming server; (2) the gaming server providing betting data; and (3) user traffic including at least one of texting data (including OTT messages), email data, social media, webpages, and application updates.

The network includes all available methods of data communication including via wired Ethernet, fibre optic, Wi-Fi, 3G, LTE, 5G, LAN cable, satellite broadcast, and terrestrial broadcast (or terrestrial interconnectivity).

In the first invention, the local network port is configured to connect to the authorized user devices. The authorized user devices include at least one of a smartphone, a laptop, and a tablet. The local network port includes at least one of a first Wi-Fi port and a Bluetooth port. The public data port can be a wired Ethernet port, a second Wi-Fi port (connected to a Wi-Fi local area network), or a mobile wireless port.

In the first invention, the video delivery optimization (VDO) module includes a programmable whitelist/blacklist and a dissector. The VDO module is in data communication with the local network port of the streaming box. The programmable whitelist/blacklist lists a plurality of filtered network resources for each of a plurality of network requests made by the authorized user devices to the local network port of each of the streaming boxes. The dissector is configured to inspect each network request made by the authorized user devices using deep packet inspection (DPI). Data communication between the public data port and the authorized user devices is permitted only for the network requests linked by the dissector to at least one of the filtered network resources permitted by the programmable whitelist/blacklist.

In the first invention, the broadcast module is configured to receive the live gaming content from at least one content provider either directly or indirectly from the content provider via the network. The broadcast module is configured to multicast the live gaming content to each of the authorized user devices in data connection with the local network port of the streaming box.

The network includes all available methods of data communication including via wired Ethernet, fibre optic, Wi-Fi, 3G, LTE, 5G, LAN cable, satellite broadcast, and terrestrial broadcast (or terrestrial interconnectivity).

In the first invention, the betting module, wherein the betting module is configured to: (i) receive the betting data from the gaming server and route the betting data to each of the authorized user devices; and (ii) receive the betting requests from the authorized user devices and route the betting requests to the gaming server via an encrypted protocol.

In the first invention, the streaming box can also include an authentication module for embedding a unique watermark in the live gaming content displayed on either a video display device or each of the authorized user devices. The unique watermark may be a QR code, a standard barcode, an alphanumeric code, or some other machine readable shape that can be photographed from its display on the video display device or a smartphone screen. While the first invention illustrates and describes the application of a bandwidth streaming system directed toward gaming, the bandwidth streaming system is not limited to gaming. The bandwidth streaming system has technical benefits in any application that requires the stretching of a data volume package via a network. One application of importance for the bandwidth streaming system is real interactive education in developing nations where data transmission infrastructure is scarce and relatively expensive.

Most generally, a second invention is a micro-bet aggregation system for aggregating a plurality of micro-betting requests received from a plurality of authorized user devices. The micro-betting requests are aggregated by an aggregator module of the gaming server into at least one standard betting request that is delivered to a principal server. The gaming server includes an accounts module for tracking the micro-betting requests and the standard betting requests. The aggregation system can use a text -only protocol, wherein USSD messages or SMS messages are intercepted by a gaming application for extraction of encoded information from the gaming server. The encoded information can be used to generate a virtualized gaming content stream for presentation by the gaming application.

The second invention is a micro-bet aggregation system for aggregating a plurality of microbetting requests received from a plurality of authorized user devices by a gaming server. The gaming server includes an aggregator module and an accounts module. Each authorized user device includes a gaming application configured to: (i) establish a gaming account with the gaming server; (ii) receive betting data from the gaming server; and (iii) send a plurality of micro-betting requests to the gaming server. The aggregator module is configured to aggregate the micro-betting requests into at least one standard betting request and route the at least one standard betting request to a principal server for processing by the principal server in real time. The accounts module is configured to store and update: (i) a plurality of user accounts records, the accounts module configured to track each of the micro-betting requests received within the user account records; and (ii) a plurality of agent account records, the accounts module configured to track the at least one standard betting request within the agent account records.

In a first alternative embodiment of the second invention, communication between each authorized user device and the gaming server is directed by a text-only protocol. The aggregator module of the gaming server is further configured to: (i) receive and decode a plurality of first encoded communications from the authorized user devices; and (ii) encode and send a plurality of second encoded communications to the authorized user devices. The gaming application of each authorized user device is further configured to: (i) intercept messages delivered to the authorized user device; (ii) parse and decode the second encoded communications from the aggregator module of the gaming server; and (iii) parse, encode, and send the first encoded communications to the aggregator module of the gaming server.

Payouts for gaming can be determined using pari-mutuel, where the winners divide the losers’ losses (less the gaming operator’s commission). The use of pari-mutuel payout calculations by a gaming operator, however, makes it simpler for illegal bookies to run games off of the gaming operators live gaming content 13A. For cockfighting events, wagers may also follow Vegas-type sports betting, where betting requests with odds are matched with counter betting requests after an initial seed by the bookmakers. For example, a bet on a perceived stronger “fighting cock” may carry with it a payout ratio of 3 -to-4, which means if the player wins, his wager of P100 gets him P75, while the opposing bet gets P25 (not accounting for commissions). This is referred to as “spot betting”. For illegal bookies to run a spot betting system, they require a critical mass of bettors, in the thousands possibly, to achieve optimal profitability and avoid the possibility of the “house” losing. Via “network effects”, the more people who play, the more likely that the counter -bets of wider margins can be matched. Many illegal bookies run games geo-specifically, which limits their ability to match bets with counter-bets and increases the possibility of the “house” losing. To make it more difficult for illegal bookies to match the attractiveness of the officially sanctioned games, the gaming systems disclosed in this disclosure enable usage by a large number of users for a wider variation in the payouts and counter-payouts. The widening of possible payouts is more attractive to players familiar with on-premise wagering (where matchmaking is updated in real-time).

A primary means by which a gaming service earns from a gaming experience is through various commissions on sales and on a per betting request basis. The commission may come in the form of a percentage of the betting request amount or a flat fee (sometimes referred to as “convenience fee”) per betting request placed. The aggregation of micro-betting requests (or “fractionalization”) opens up another important source of earnings. A typical practice in the Philippines is to round down to the nearest peso the winner’s payout. For instance, PHP 195.68 could be paid out to the winner as PHP 195.00 despite the more specific calculation by the totalizer module (e.g., the “tote”).

When receiving micro-betting requests, the denominations of the micro-betting request amounts are much smaller than that of the regular betting requests. The practice of rounding down yields a higher percentage of extra “basis” points of earning as compared to the definitive prescription by the tote system. For instance, a user winning PHP 19.57 could be only paid out PHP 19.50. As such, for micro-betting requests, rounding has a larger percentage boost in earnings than with the larger regular betting requests.

The intention of rounding down is not merely to increase profits per winning betting request, but also to make it more convenient and practical for the operator of the hosting venue (often a neighborhood convenience store) to cash out in denominations that the host can put together from the venue’s cash register. The price of a typical item purchased at a convenience store, may have larger centavo denominations that progress from PHP 0.25 to PHP 0.50 for smaller operators. More sophisticated stores may have smaller centavo denominations that progress from PHP 0.10, to PHP 0.20, to PHP 0.30, up to PHP 0.90, though this practice is becoming less common as PHP 0.10 coins are slowly being pushed out of circulation.

In the first alternative embodiment of the second invention, the gaming server can further include a content module. The content module of the gaming server can be configured to: (i) store cached content, the cached content including at least one of a plurality of advertisements, a gaming application, a plurality of video snippets, a plurality of animation, and a plurality of public service announcements; and (ii) receive and respond to a plurality of transfer requests for the cached content, each transfer request originating from the gaming application of one of the authorized user devices. The gaming application on each authorized user device can be further configured to: (i) store and access at least a portion of the cached content; (ii) create a virtualized gaming content stream from a subset of the second encoded communications from the gaming server; and (iii) present the virtualized gaming content stream on the authorized user device. The first invention provides a technical solution to the technical challenge of providing acceptable “lossy” quality video (e.g., such as employing video compression techniques and lowering the resolution of the stream to 360p video instead of higher resolution 720p video) to users without severe impact upon their mobile wireless Internet data plan fees. In the case of a cockfighting event, the user viewing the live gaming content should at a minimum be able to identify the cock they selected as the winner for their betting request and discern the action of the fight in real-time sufficiently to determine which cock is winning the fight.

The first invention also enables the user to access the live gaming content via Wi-Fi or Bluetooth instead of their smartphone’s mobile Internet wireless data plan. In this manner, the streaming box is configured to act as an access point where the users connect to the streaming box for the purpose of playing the games via Wi-Fi or Bluetooth. This method may be more convenient for the users who already have a smartphone and a positive balance of game credits. In this configuration, the proprietor of the streaming box is able also to reduce the Internet bandwidth demands of the streaming box by receiving only one copy of the live gaming content and distributing it to a large number of authorized user devices via a multicast. The proprietor of the streaming box is protected against excessive data access requests by the authorized user devices through the use of the VDO module in the streaming box. Employing deep packet inspection (DPI), the VDO module is able to determine the type of user traffic requested by the user, whitelist and blacklist specific user traffic, prioritize or de-prioritize specific user traffic, employ video compression technology, and customize the video feed according to the brand and model of each authorized user device. As an example, the VDO module can block or throttle (by prioritization and/or de -prioritization) high bandwidth applications such as third party video applications and smartphone application updates, while permitting low bandwidth data such as texting data (including OTT messages).

The proprietor of the streaming box can also simply display the live gaming content on a video display device (connected to an HDMI port on the streaming box) mounted at the premises. In this scenario, the proprietor of the streaming box could choose to host the games (as proxy to the principal game) by being the agent of fractionalization or collection of micro - betting requests from those users within vicinity. In this scenario, the proprietor of the streaming box simply holds an electronic ledger that records the various user bets watching the video display device on premises. This electronic ledger contains the running balance of each of the users. If, at the end of the gaming event, the users wish to cash out or leave with losses, then their balances are paid to the winning players by the proprietor of the streaming box or the proprietor receives the net losses of the departing users. Although disputes would be rare, in a game where users gather around a video display device to watch the live gaming content, the proprietor of the premises could run out of cash to pay for winnings at the end of a live gaming event. In these types of scenarios, it may be necessary for the company running the gaming service to step in and settle the dispute. To settle such a dispute, records of the betting requests and results of the live gaming event would be helpful. A potential complication arises if the proprietor is not required to maintain records with the gaming server (e.g., if the proprietor merely enters the name or nickname of the user and the initial buy-in amount of the user). A relationship between a user and the proprietor of a retail store (in our case the game host, as well) may be such that there is trust between the user and the proprietor. In this instance, the user and the proprietor may dispute the final tally of balances, or the proprietor may simply choose not to delay payment. It is, therefore, important that the gaming server track the betting requests made during such “proximity” game plays, e.g., around a particular establishment such as a convenience store.

There are several methods for record keeping, with convenience as a primary concern. A first method of record keeping is for each user within the vicinity of the proprietor to record their mobile phone number, even for just the duration of that session’s games. Before the proprietor allows the user to join, the proprietor asks the user for the user’s mobile number. This mobile number is then recorded with the game server, and a confirmation text is received by the user indicating the user is ready to play. Such confirmation text could note the mobile number and particular “nickname”. The nickname could be a mnemonic or other selected moniker other than the user’s real name. With this simple user registration process, the game server is enabled to maintain records of betting requests, losses, and winning of each user. In the event of a dispute, the company running the gaming service can step in and pay or collect the desired amounts from the proprietor and/or the user (with a winning/ negative-lo sing b alance) .

The second method of record keeping is for the game proprietor to take a snapshot of a QR code that identifies the user uniquely and then links this to a nickname. Here, a convenient choice is to use the QR codes employed by the local government units for contact tracing during this current pandemic. (It is not important that the biographical details of the user behind the QR code be all known to the game proprietor; the QR code must simply be unique). The QR code is then attached to a nickname for the purpose of the main server’s record keeping. If the local government permits the company running the gaming service to access additional data on the user (as cross-reference by the QR code), then this information may be accessed and stored by the gaming server. It should be noted that in the process of taking a picture of the QR code, the proprietor may have access to the user’s name and photograph (e.g., if the QR code is found on a government identification document).

The second method of record keeping also has the additional benefit of providing contact tracing for the local government. For example, the record keeping can potentially be employed to document that a specific group of users were together at a specific time and location if one of the users is found to have contracted Covid- 19.

QR codes are a convenient means of identifying users. Many facilities have QR code readers that are read when each person enters the facility. The facilities may have a security guard or front desk attendant that takes a photo of the QR code. The QR code identifies the person and this data is uploaded to a contact tracing server. This upload indicates the location of the person at a certain place, at a particular time, and (by cross-reference with other records) the person’s proximity to other persons. Thus, a large proportion of the population have unique QR codes and, in some jurisdictions, these Covid- 19 contact tracing QR codes are the closest system to a national ID system.

The first invention also can be used to reduce pirating of the live gaming content feeds via use of the unique watermarks. These unique watermarks can be displayed on either the video display device connected to the streaming box via the HDMI port or the screens of the smartphones with the gaming application. A photograph of these unique watermarks can be taken and delivered to the gaming server for verification. If the verification fails, then the gaming server can shut down the applicable live gaming content feed or otherwise investigate the potential pirating of the live gaming content. The verification could fail, for instance, if the unique watermark is linked with a video feed not authorized for the specific location and/or user. The unique watermark could be a QR code, a standard barcode, or an alphanumeric code. The first invention and the second invention both enable users to place betting requests when they have limited Internet access. The first invention enables users with limited Internet access by providing dedicated access to the gaming server via the streaming box. The second invention enables users with limited Internet access by permitting them to access the gaming server via the USSD protocol or the SMS protocol, which can be either free of charge or of small fee to the user. The USSD protocol messages may create a real-time connection with a server (such as a gaming server) during a USSD protocol session and allow for navigation through menus (which may be more difficult as a technical matter when using the SMS protocol).

The second invention also enables users to make micro-bets (otherwise not permitted by government regulations) because their micro-betting requests are aggregated by a gaming server. The gaming server aggregates the micro-betting requests and sends them to a government regulation compliant principal server that accepts standard betting requests (such as those betting requests that meet a minimum wager threshold). This architecture also permits the gaming server to provide more flexible payment methods to the user. Flexible payment methods could include payment at convenience stores and payment to mobile agents (e.g., agents on foot or riding motorcycles). The flexible payment methods could include the selling of gaming credits to the user, collection of cash from the user, and the payment to the user of cash winnings.

Flexible payment methods could include payment at convenience stores and payment to mobile agents (e.g., agents on foot or riding motorcycles). The flexible payment methods could include the selling of gaming credits to the user, collection of cash from the user, and the payment to the user of cash winnings.

Further, the second invention enables an “unbanked” user to electronically establish a gaming account that an “unbanked” user can cash in and cash out of, such as in a developing nation market where few users have traditional bank accounts (such as in the Philippines). BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments of the present disclosure are described herein with reference to the drawings in which:

FIG. 1 is a chart summarizing available gaming experiences and related technology for users in a live gaming event in the prior art and under embodiments of inventions disclosed herein.

FIG. 2A is a block diagram illustrating available gaming technology for users in a live gaming event under the prior art and under embodiments of inventions disclosed herein.

FIG. 2B is a block diagram illustrating a gaming system with a streaming box under embodiments of inventions disclosed herein.

FIG. 3 is a flowchart of the operation of a gaming system as used for reduced bandwidth streaming under embodiments of inventions disclosed herein.

FIG. 4 is a flowchart of the operation of a micro-bet aggregation system as used for virtualized streaming under embodiments of inventions disclosed herein.

FIG. 5 is a flowchart of the operation of a micro-bet aggregation system as used for virtualized streaming ofKeno under embodiments of inventions disclosed herein.

FIG. 6 is a flowchart of the operation of a text-only betting example under embodiments of inventions disclosed herein.

FIG. 7 is a flowchart of the operation of a text-only KristoBot betting example under embodiments of inventions disclosed herein.

FIG. 8 is a flowchart of the operation of verification of live gaming content by the use of a unique watermark under embodiments of inventions disclosed herein. DETAILED DESCRIPTION

In the following detailed description, reference is made to the accompanying drawings, which form a part hereof. The illustrative embodiments described in the detailed description, drawings and claims are not meant to be limiting. Other embodiments can be utilized, and other changes can be made, without departing from the spirit or scope of the subject matter presented herein. Unless specified otherwise, the terms “comprising,” “comprise,” “including” and “include” used herein, and grammatical variants thereof, are intended to represent “open” or “inclusive” language such that they include recited elements but also permit inclusion of additional, un-recited elements.

As used herein, the software and hardware of a “server” may be implemented within: a single stand-alone computer, a stand-alone server, multiple dedicated servers, and/or a virtual server running on a larger network of servers and/or a cloud-based service. As used herein, a database may store data to and access data from a single stand-alone computer, a data server, multiple dedicated data servers, a cloud-based service, and/or a virtual server running on a network of servers.

As used herein, a user interface may be implemented by a monitor with a display window, a keyboard, a mouse, a touch screen, a touch pad, and/or similarly directed means. The user interface may be configured by a smartphone, a laptop, a tablet, a single stand-alone computer, a stand-alone server, multiple dedicated servers, and/or a virtual server running on a larger network of servers and/or a cloud-based service.

As used herein, a database may be used to store records. The database may store records to and access records from a smartphone, a laptop, a tablet, a single stand-alone computer, a stand-alone server, multiple dedicated servers, and/or a virtual server running on a larger network of servers and/or a cloud-based service. A database indicates a collection of tables, records, and/or linkage information for the data records. As depicted in the description and figures, the records can be maintained separately and/or maintained collectively in a single database or through linkages to other databases. The records depicted in the description and figures can be on the same server or on separate servers. Records can be stored in one database or linked between separate databases. As used herein, the terms bet, betting, and gaming are intended to apply to all fields of live gaming including but not limited to Keno, lotteries, horse racing, cock fighting, greyhound racing, and combat sports where betting requests are placed on a competition typically viewed by users in real time. As used herein, the term “user” is intended to cover those persons employing the inventions to engage in the viewing of or placing betting requests on the outcome of the competition displayed in the live gaming content. “Users” includes, but is not limited to players, betters, gamers, and end-users.

As used herein, “spot bets” refer to betting requests taken with odds that may differ from the pari-mutuel determined posted odds of the principal gaming authority or the principal gaming server. Spot bets can be, for instance, matched between separate betters in real time by a “Kristo” or “market broker”. Spot betting may also include a “market maker” (usually an activity undertaken by the principal gaming host) that would seed the initial funding upon opening of betting. Spot bets are “static”, in that once the spot bet is made the payout terms do not change over time. Use of spot bets covering a larger betting universe with a properly configured totalizer module can be advantageous in terms of keeping the “house square” even in situations where the betting patterns become skewed, for example, due to “home” favorites for a given live gaming event, especially where an agent or partner is receiving betting requests for only a limited geographic area or a limited number of users.

As used herein, a Wi-Fi port refers to a data port module employing the wireless technology typically identified under the “Wi-Fi” trademark of the Wi-Fi Alliance organization. As used herein, a Bluetooth port refers to a data port module employing the wireless technology typically identified under the “Bluetooth” trademark of the Bluetooth SIG organization.

As used herein, the network includes all available methods of data communication including via wired Ethernet, fibre optic, Wi-Fi, 3G, LTE, 5G, LAN cable, and terrestrial broadcast (or terrestrial interconnectivity).

FIG. 1 is a chart 1-00 summarizing available gaming experiences and related technology for users viewing a live gaming event in the prior art and under embodiments of inventions disclosed herein. Rows (A) to (C) represent the gaming experiences available under the prior art, and are discussed in the background section of this specification. Row (D) of the chart 1-00 briefly summarizes the gaming experience for reduced bandwidth streaming of the live gaming content. This gaming experience is delivered to an authorized user device via, as discussed in FIGs. 2A, and 2B, a first Wi-Fi port 15G of a streaming box 15. The user places betting requests using the gaming application.

Row (E) of the chart 1-00 briefly summarizes that the gaming experience for virtual streaming is viewed on an authorized user device. The live content is virtualized on the user’s authorized user device from communications received via a USSD protocol 17B or an SMS protocol. A virtualized version of the live gaming content is viewed on a gaming application of an authorized user device. Betting by the user is performed using the gaming application installed on the authorized user device.

Row (F) of the chart 1-00 briefly summarizes that the gaming experience for text-only betting employs a USSD protocol 17B or an SMS protocol. The live gaming content 13A, if viewed, is viewed separately from the user’s authorized user device, such as via the gaming experience listed in rows (A) to (E) or via a digital television broadcast. The digital television broadcast viewing or streaming online viewing can be available unrestricted (e.g., without payment to a restricted subscription service) or under a restricted subscription service. Betting by the user is performed using the keypad of the authorized user device by sending USSD protocol 17B or SMS protocol messages.

Decryption keys (sometimes called decryption codes) for digital television broadcasts could be delivered via the gaming application through the Internet, or alternatively using the SMS protocol or the USSD protocol with an application able to parse the data stream for the decryption key. The digital television broadcast could be viewed on the authorized user device (e.g., of a smartphone, a laptop, or a tablet) or on a video display device 13 via the streaming box 15.

FIG. 2A is a block diagram 2A-00 illustrating available gaming experiences and related technology for users viewing a live gaming event 11A under the prior art and under embodiments of inventions disclosed herein. Under the prior art, activity at a live gaming event 11A is captured by a video camera 11B to capture live gaming content 13A delivered to a content provider 11C. The content provider 11C is a server, a broadcast system, or other device (or set of devices) configured for delivery of the live gaming content 13A to a wide audience of users via one or more content delivery means. The content provider 11C can deliver the live gaming content 13A via any available content delivery means including terrestrial broadcast (or terrestrial interconnectivity), satellite broadcast, wired Ethernet, fibre optic, Wi-Fi, 3G, LTE, 5G, and LAN cable.

A feed of betting information is available to a principal server 12B from a betting booth 12A at the live gaming event 11 A. The content provider 11C and the principal server 12B are in data communication with a network 19. While now illustrated in FIG. 2 A, the live gaming content 13A can be displayed via a CCTV feed at an off-track gaming venue under the prior art.

Under the first invention and second invention, a gaming server 14 depicted in the block diagram 2A-00 is also in data communication with the network 19. The gaming server 14 includes a content module 14A, an accounts module 14B and an aggregator module 14C. A first set of authorized user devices 16A are in data communication with the network 19 via a local wireless protocol 16B (e.g., Wi-Fi; Bluetooth protocol, though not illustrated, could also be employed) connection to a streaming box 15. A second set of authorized user devices 17A are in data communication with the network 19 via a USSD protocol 17B (while not illustrated, the data communication could also be established via an SMS protocol). User traffic 18 is available also to the streaming box 15 via the network 19.

As illustrated in the block diagram 2A-00, a video display device 13 is attachable to the streaming box 15 via an HDMI cable 13C. The video display device 13 is configured to display both a rendering of the live gaming content 13A as well as a unique watermark 13B for verification of the video feed (as described in more detail in FIG. 8). The video display device 13 could also receive the rendering of the live gaming content 13A via a satellite disk 13D (as well as via a LAN cable or wired Ethernet port, though not illustrated in the block diagram 2A-00).

As depicted in the block diagram 2A-00, viewing 10A of the live gaming content 13A is available via the first set of authorized user devices 16A, but not via the second set of authorized user devices 17A. The second set of authorized user devices receive only text, therefore the gaming experience on the authorized user device is limited to a virtualized streaming experience (e.g., using cached animation or video snippets) or a text description. However, a user with one of the second set of authorized user devices could view the live gaming content 13A on a video display device 13, on another user’s screen (e.g., the screen of a smartphone, a laptop, or a tablet), or via a digital television broadcast feed. Betting 10B can be accomplished at the live event at a betting booth 12A, using one of the first set of authorized user devices 16A, or using one of the second set of authorized user devices 17A. In alternative embodiments of the inventions, audio -only content can be streamed to the authorized user devices.

FIG. 2B is a block diagram 2B-00 illustrating a gaming system with a streaming box 15 under embodiments of inventions disclosed herein. The streaming box 15 includes a video delivery optimization (VDO) module 15 A, a broadcast module 15B, a betting module 15C, a caching module 15D, an authentication module 15E, a public data port 15F, a local network port 15G, and an HDMI port 15H. The local network port 15G is depicted as a first Wi-Fi port, but this local network port 15G could also include a Bluetooth port.

The public data port 15F can include a wired Ethernet port, a second Wi-Fi port (connected to a Wi-Fi local area network), a mobile wireless port (e.g., a 3G, LTE, or 5G wireless port) configured to receive public Internet data, and/or a separate port for receiving a digital television broadcast. The digital television broadcast can be received via a digital television antenna (e.g., UHF), a dedicated LAN cable, or a digital television receiver dongle and then routed to the separate port of the public data port 15F for receiving the digital television broadcast. The public data port 15F can, for instance, receive simultaneously from both a standard Internet source (e.g., via a wired Ethernet port or a mobile wireless port) for connection to the user traffic 18 and an OTG-enabled USB port for connection to a digital television broadcast via the digital television receiver dongle.

The VDO module 15A controls the flow of public Internet data from the public data port 15F to the local network port 15G of the streaming box 15. The VDO module 15A controls a plurality of virtual ports: 15A1 for user traffic 18, 15A2 for the content provider 11C, and 15A3 for the agent server. Block diagram 2B-00 also depicts user traffic 18 connectable to the streaming box 15 through the network 19. The user traffic 18 can include texting data 18A (including OTT messages), webpages 18B, and application updates 18C. Block diagram 2B-00 also depicts data communication between the gaming server 14 and the principal server 12B via the network 19. FIG. 3 is a flowchart 3-00 of the operation of a gaming system as used for reduced bandwidth streaming under embodiments of inventions disclosed herein. Steps 3-01 to 3-05 are listed below.

3-01 user installs gaming application on smartphone with cached ads, animation, and video snippets

3-02 gaming application prompts user through a user account sign up process including monetary account access and/or an initial monetary deposit with the gaming server 14

3-03 to pair each user’s gaming application to streaming box 15:

• streaming box 15 broadcasts an SSID (for Wi-FI router identifier) and/or BD ADDR (for a Bluetooth device address)

• user consents to pair user phone to streaming box 15 via Wi-Fi or Bluetooth

• streaming box 15 alerts gaming server 14 of user’s connection to streaming box 15

• streaming box 15 provides multicast address to gaming application (for reduced bandwidth streaming)

3-04 acting as a hotspot, streaming box 15 optimizes web traffic for gaming application on smartphone(s) employing:

• DPI inspection to dissect and classify SSL/TLS initial handshake for traffic

• whitelisting and blacklisting of web traffic to specific smartphone applications (e.g., texting, email) and websites

• multicast streaming with IGMP for delivery of reduced bandwidth streaming of gaming events (or optional audio -only mode)

• storing of and transferring of cached ads, animation, and video snippets

• API interaction with gaming server 14 for betting

3-05 for each gaming event, gaming application displays:

• reduced bandwidth stream (or audio-only) on user’s phone via gaming application

• betting options, confirmations, statistics

• ads, animation, video snippets The live gaming content 13A can alternatively be received via a digital television broadcast. Digital television broadcasts have a first benefit of reducing the required Internet bandwidth for the live gaming content 13A. Secondly, digital televisions broadcasts enable encryption and DRM techniques, which limit pirating of live gaming content 13A. Third, terrestrialbased digital television broadcasts, in particular, are relatively cost effective for both the broadcaster and end user/viewer. Fourth, a single terrestrial-based digital television broadcast channel can stream multiple video signals. Fifth, the number of users who can receive the broadcasted content is not limited, to the extent the users are able to receive the broadcasted signal.

The digital television broadcast can be received via a digital television receiver dongle and then routed to the gaming application via an OTG-enabled USB port of the authorized user device. Alternatively, the digital television receiver dongle can be connected to the streaming box 15. These digital television receiver dongles are relatively inexpensive and readily available to users.

The live gaming content 13A can be preferably delivered in an encrypted format. The gaming application can be configured to decrypt the live gaming content 13A using decryption keys accessed by the gaming application. Decryption keys (sometimes called decryption codes) for digital television broadcasts could be delivered via the gaming application through the Internet, or alternatively using the SMS protocol or the USSD protocol with an application able to parse the data stream for the decryption key. The digital television broadcast could be viewed on the authorized user device (e.g., of a smartphone, a laptop, or a tablet) or on a video display device 13 via the streaming box 15. Overall, this approach saves Internet bandwidth since the live gaming content 13A reaches the users though digital television broadcasts. Access to the Internet by the user is limited to either: (i) textual instructions; and/or (ii) cached ads, animation, and video snippets. E.g., the high bandwidth live gaming content 13A is provided by the digital television broadcast.

Content protection and consumer protection can be augmented by a monitoring module operated by the gaming server 14. User monitoring can be performed on a rudimentary basis (e.g., via pre-defined requirements) or implemented with a dynamic Al / ML assessment. Possible usage parameters can include:

• Is the gaming application active?

• Are betting patterns of the gaming application consistent with a user watching the live gaming content 13A via the gaming application or a video display device 13 connected to the streaming box?

• Is the IP address of gaming application and streaming box 15 the same?

• Has the user of gaming application completed the know-your-customer process and met the minimum age requirements?

• Has the user exhibiting responsible betting patterns? E.g., has user avoided betting patterns consistent with those suffering from gaming addiction?

• Has the user of gaming application employed the same digital television receiver dongle to view previous live gaming content 13 A?

• Is the gaming application or browser used to view the live gaming content 13A a mainstream gaming application or browser?

• Has the operating system of authorized user device been modified (e.g., jailbroken/rooted or otherwise modified by user)?

The monitoring module and/or the streaming box 15 can also be employed to ascertain information about the user such as: (i) identification of the specific computing device employed by the user as the authorized user device, such as the brand and model number of a smartphone; (ii) the type of Internet data plan to which the user is subscribed, such as a postpaid or prepaid Internet data plan; and (iii) the mobile number prefix or area code of the authorized computing device, if it is a smartphone. Such information can be employed as proxy data for estimating disposable income of each user. For instance, smartphones that have MAC addresses often follow a product model numbering pattern that can be used to identify the brand and model of the smartphone. Another important indicator of the Internet data plan is the IP address of the authorized user device, IP addresses employed for mobile wireless ports tend to be hidden behind a NAT whereas high speed wired ports often display a public IP address. Another indication is the prefix or area code of the smartphone, which can often indicate a geographic area and/or indicate subscription to a prepaid plan or a postpaid plan. This information can be run through simple computer logic or a more complex Al / ML model. For instance, in developing countries (such as the Philippines) approximately 95% of smartphone users have a prepaid plan that includes texting, telephone calls, and/or a particular Internet data plan. Thus, use by a user of a postpaid plan would be indicative of higher disposable income. Al / ML models can be employed to detect more complex behavior patterns.

The MAC address and/or the IP address can indicate whether the reception of data is via: (i) a mobile wireless port such as via a 3G, LTE, or 5G wireless network, that has bandwidth limitations and metered data delivery fees linked to the number of megabytes or gigabytes delivered; or (ii) a high-speed wired port, such as fibre optic or DSL, that has a higher bandwidth capability and typically no metered data delivery fees linked to the number of megabytes or gigabytes delivered. Such information can be used by the streaming box 15 to reduce bandwidth requirements when a high-speed wired port is not available, such as by: (i) reducing video quality; (ii) decreasing availability to user traffic 18; and/or (iii) increasing usage of an audio only mode. Similarly, if a high-speed wired port is detected, then the video quality can be increased, more user traffic 18 can be permitted, and less usage is audio only mode is needed. Additional bandwidth saving (e.g., as much as one third) could be accomplished by switching the user to a UDP data delivery protocol rather than a TCP/IP data delivery protocol.

Usage parameters may be employed to calculate an access score and a gaming health score. The access score is directed at minimum requirements (e.g., age of the user and indications of an authorized non-pirated stream) that must be met before the live gaming content 13A and/or betting functionality can be accessed by either the streaming box 15 or a gaming application. The gaming health score is directed at detecting behavioral patterns of the user as evident by their usage of the gaming application (e.g., indications of a gaming addiction).

Note that, as the gaming application and the streaming box 15 are both connected to the Internet, gaining access to the decryption keys for the live gaming content 13A (e.g., for decrypting a digital television broadcast) is more straight-forward than in the typical pay-per- view process employed by cable television broadcasters (which employs batching and broadcasting of “whitelisted” set top boxes that can open up access to video feeds). The encryption-decryption keys sent for a gaming application can, for instance, be “always on” or alternatively assigned on a five minute game basis. This approach offers a more efficient means of opening up and shutting down live video feeds than the typical pay-per-view process. Creation and delivery of the encryption keys and decryption keys could be via the cloud from the gaming server 14 to the gaming applications running on authorized user devices with the digital television receiver dongle attached. The combination of digital television broadcasting plus dynamic generation of encryption and decryption keys saves Internet bandwidth and additionally makes pirating of the live gaming content 13A more difficult. Decryption keys (sometimes called decryption codes) for digital television broadcasts could be delivered via the gaming application through the Internet, or alternatively using the SMS protocol or the USSD protocol with an application able to parse the data stream for the decryption key. The digital television broadcast could be viewed on the authorized user device (e.g., of a smartphone, a laptop, or a tablet) or on a video display device 13 via the streaming box 15.

FIG. 4 is a flowchart of the operation of a micro-bet aggregation system as used for virtualized streaming under embodiments of inventions disclosed herein. Steps 4-01 to 4-06 are listed below.

4-01 user installs gaming application on smartphone with:

• cached ads, animation, and video snippets

• USSD protocol 17B and/or SMS string interaction module

4-02 gaming application prompts user to consent to:

• reading of all incoming USSD protocol 17B and/or SMS strings received by gaming application (for purpose of identifying and decoding strings sent by gaming server 14) using phone

• drafting and sending of outgoing USSD protocol 17B and/or SMS strings from gaming application to gaming server 14

• other standard terms and conditions

4-03 gaming application prompts user through a user account sign up process including monetary account access and/or an initial monetary deposit with the gaming server 14

4-04 for each gaming event, gaming information between phone and gaming server 14 is conducted via USSD protocol 17B and/or SMS, where the gaming information includes:

• string instructions and metadata: o competitors, betting odds, closing time o bet delivery and acknowledgements o accounting of payouts

• play-by-play of the live gaming event 11A

• ad selection

4-05 gaming application renders gaming information into a virtualized stream for engaging animation, video snippets, and ads presented via the gaming application

4-06 gaming application alerts gaming server 14 that phone is connected to a high bandwidth Wi-Fi and gaming application is available to receive updates, gaming server 14 then pushes updated ads and updated animation content to the gaming application FIG. 5 is a flowchart of the operation of a micro-bet aggregation system as used for virtualized streaming in a Keno example under embodiments of inventions disclosed herein. This Keno example is provided as a means of illustrating how Keno can be hosted by the gaming server 14. There are many other games that can be featured by the gaming server 14. Steps 5-01 to 5-08 are listed below.

5-01 the user opens the Keno application on smartphone

5-02 the Keno application sends gaming encoded string (via USSD protocol 17B or SMS) that includes user identification number and request for an upcoming Keno game info

5-03 gaming server 14 receives and decodes encoded string, checks user’s account balance, and replies to phone with another encoded string

5-04 Keno application intercepts, decodes, and displays message from gaming server 14, for instance:

Game number 321 starts in 4:32 minutes

Game jackpot is P4000 for each P100 betted

Your account balance is P550

To play game number 321:

==> Enter your lucky numbers

==> Enter your betting request amount

5-05 the user uses the Keno application interface to type in user’s lucky numbers and betting request amount, the Keno application encodes this info into string and sends it to gaming server 14

5-06 gaming server 14 receives and decodes the encoded string from Keno application, stores the user’s lucky numbers, and sends user’s phone an encoded string to acknowledge receipt

5-07 as Keno game is played, the call of each number is relayed to the Keno application from gaming server 14 via encoded strings, which the Keno application decodes and displays as virtualized stream (using cached animation and video snippets to graphically display the progression of the Keno game)

5-08 at end of Keno game, gaming server 14 calculates the game jackpots, updates the winning users’ account balances, and alerts the users of the Keno game results via encoded string (which Keno application intercepts, decodes, and displays) FIG. 6 is a flowchart of the operation of a text-only betting example under embodiments of inventions disclosed herein. Steps 6-01 to 6-07 are listed below.

6-01 user requests fight info, typing into phone:

*888# [call button]

6-02 gaming server 14 receives request from phone, accesses user’s account balance, and returns first message to phone via USSD protocol 17B:

Fight #321: Favourite versus Underdog

Payout: 170% for Favourite, 210% for Underdog

Close of betting window: 2:30 minutes

Your current account balance: P550

==> Please select winner:

1 Favourite... 2 Underdog

6-03 user bets Underdog for win, typing into phone:

2 [call button]

6-04 gaming server 14 receives betting request from phone and returns second message to phone via USSD protocol 17B:

Fight #321: Favourite versus Underdog

You chose Underdog for win with 210% payout

==> Please select your betting request amount:

1 Bet P20 for P22 payout

2 Bet P50 for P55 payout

6-05 user request P20 amount, typing into phone:

1 [call button]

6-06 gaming server 14 receives betting request amount and returns third message to phone via USSD protocol 17B

Thank you for betting P20 on Underdog

Your current account balance is P530

6-07 fight held ... gaming server 14 receives winner info, updates user account info, and returns fourth message to phone via USSD protocol 17B:

Underdog won! you earn P22

Your updated account balance is P572

==> Please type *888# to play again FIG. 7 is a flowchart of the operation of text-only KristoBot betting example under embodiments of inventions disclosed herein. Such text-only operation could be implemented using mainstream OTT messaging application such as those branded WhatsApp, WeChat, Facebook Messenger, Instagram Messaging, Twitter, Viber, and Telegram. Steps 7-01 to 7- 05 are listed below.

7-01 text exchange between KristoBot and user:

KristoBot: Hi User. We ’re now getting ready for fight #321, Favourite versus Underdog. The payout is 170% for Favourite and 210% for Underdog. The closing of the betting window is in 2:30 minutes. Your current account balance is P550. Would you like to place a betting request?

User: Yes, I am betting on the Underdog

KristoBot: Great! Your account balance is P550. Please respond with your betting request amount:

==> P20 ... To bet P20 for a P22 payout

==> P50 ... To bet P50 for a P55 payout

User: P20

KristoBot: You have successfully bet P20 on Underdog for a potential payout of P 22, leaving you with a balance of P 530. Good luck!

7-02 text from KristoBot to Real-Kristo:

KristoBot: User account number 007 has placed a betting request of P20 on Underdog for a payout of P22. User ’s account balance is now P530. Your agent balance is Pl 550.

7-03 live gaming event 11A is held, with Underdog winning, gaming server 14 is updated with gaming results, prompting an update of user’s account balance

7-04 text to user from KristoBot:

KristoBot: Congratulations, Underdog won, providing you a payout of P22. Your balance is now P572. Do you want to play again?

7-05 text from KristoBot to Real-Kristo:

KristoBot: User account number 007 won a P20 bet on Underdog for a payout of P22. User ’s account balance is now P572. Your share of the Convenience Fee from this betting request is Pl, making your agent balance Pl 551. More stats are available at www.stats.com FIG. 8 is a flowchart of the operation of verification of live gaming content 13A by the use of a unique watermark 13B under embodiments of inventions disclosed herein. Steps 8-01 to 8-04 are listed below.

8-01 authorization code for the live gaming content 13A is identically generated by both a security module of each streaming box 15 and the content module 14A of the gaming server 14 employing meta data and an authorization code algorithm available to both the streaming box 15 and the gaming server 14

8-02 streaming box 15 embeds the authorization code as a unique watermark 13B in the live gaming content 13A that is routed to and presented by:

• each of the authorized user devices; and/or

• at least one video display unit connected to the HDMI port 15H of the streaming box 15

8-03 photograph taken of the unique watermark 13B presented on either the user interface of the authorized user device or the screen of the video display device 13 and delivered to gaming server 14 for verification

8-04 if verification fails, the delivery of live gaming content 13A and/or the receipt of betting requests from the streaming box 15 is halted

Most generally, the first invention is a gaming system for presenting live gaming content 13A on a plurality of authorized user devices via a streaming box 15. The streaming box 15 is in data communication with a content provider 11C for the live gaming content 13A, a gaming server 14 for the routing of betting requests from the authorized user devices, and user traffic 18. To reduce data bandwidth requirements, the streaming box 15 includes a video delivery optimization (VDO) module 15A that permits transfer of some but not all user traffic 18, to reduce bandwidth needs of the streaming box 15. The streaming box 15 includes a broadcast module 15B that multicasts the live gaming content 13A to each of the authorized user devices. The streaming box 15 can also include an authentication module 15E for embedding a unique watermark 13B in the live gaming content 13A displayed on either a video display device 13 or each of the authorized user devices. The first invention is a gaming system for streaming live gaming content 13A and receiving a plurality of betting requests from a plurality of authorized user devices. The gaming system comprises at least one content provider 11C, a gaming server 14 including a content module 14A, a network 19, and a plurality of streaming boxes 15 in data connection with the network 19 and the authorized user devices. Each streaming box 15 comprises: (a) a public data port 15F; (b) a local network port 15G; (c) a VDO module 15A; (d) a broadcast module 15B; and (e) a betting module 15C.

In the first invention, the public data port 15F is configured to send and receive data from the network 19. The public data port 15F is in data communication via the network 19 with: (1) the at least one content provider 11C providing the live gaming content 13A, either directly or indirectly via the content module 14A of the gaming server 14; (2) the gaming server 14 providing betting data; and (3) user traffic 18 including at least one of texting data 18A (including OTT messages), email data, social media, webpages 18B, and application updates 18C

In the first invention, the local network port 15G is configured to connect to the authorized user devices. The authorized user devices include at least one of a smartphone, a laptop, and a tablet. The local network port 15G includes at least one of a first Wi-Fi port and a Bluetooth port. The public data port 15F can be a wired Ethernet port, a second Wi-Fi port (connected to a Wi-Fi local area network), or a mobile wireless port (connected to a 3G, LTE, or 5G wireless network). The public data port 15F is configured to receive public Internet data.

In the first invention, the video delivery optimization (VDO) module 15A includes a programmable whitelist/blacklist and a dissector. The VDO module 15A is in data communication with the local network port 15G of the streaming box 15. The programmable whitelist/blacklist lists a plurality of filtered network resources for each of a plurality of network requests made by the authorized user devices to the local network port 15G of each of the streaming boxes 15. The dissector is configured to inspect each network request made by the authorized user devices using deep packet inspection (DPI). Data communication between the public data port 15F and the authorized user devices is permitted only for the network requests linked by the dissector to at least one of the filtered network resources permitted by the programmable whitelist/blacklist. The DPI capability of the dissector enables the identification of various data streams received by the streaming box 15. The DPI capability and dissector have the ability to shut down and/or prioritize specific user traffic 18 that is unnecessary for the game to be played and/or the live gaming content 13A to be viewed. The programmable whitelist/blacklist permits transfer of some but not all user traffic to reduce bandwidth needs of the streaming box 15. Together, the programmable whitelist/blacklist and DPI enable: (i) a user policy; (ii) prioritization or de-prioritization of certain Internet traffic over other Internet traffic; (iii) selection of a most optimal data delivery protocol, such as TCP/IP, UDP, or “lossy” video compression methods such as the delivery method used by the popular QUIC protocol notably employed under the video provider brand name YouTube; (iv) identification of the authorized user device and/or streaming box 15 receiving the live gaming content 13A, where the authorized user device may be a smartphone, a laptop, or a tablet; (v) the type of Internet data plans to which each user is subscribed; and (vi) a regulation function for opening, shutting down, or throttling the live gaming content 13A to the authorized user device to reduce bandwidth requirements of the system. Note that, as used in the first invention, the UDP data delivery protocol will likely be the most commonly used data delivery method.

Efficacy of the DPI capability and the dissector can be augmented by the use of a virtual private network (VPN) capability on the authorized user device. This VPN capability can be a module in the gaming application or a separate application installed on the authorized user device. The VPN capability can be configured to divert all Internet data traffic (including the user traffic 18) to the gaming server 14. In this manner, all or a portion of the whitelisting/blacklisting, prioritization/de-prioritization, audio-only mode, video quality settings, and other bandwidth adjusting features of the first invention can be implemented by the gaming server 14 rather than the streaming box 15. Given the higher computational capabilities of a typical server in comparison to a streaming box 15, such off-loading of computational responsibilities can result in: (i) more nuanced implementation; (ii) introduction of the use of Al / ML models; and (iii) reduced complexity of the streaming box’s 15 electronics and firmware. At the end of a gaming session, the VPN session would be ended and the user would resume a normal Internet data connection operation for their authorized user device.

Rooting (also referred to as “jailbreaking”) of a smartphone is a task that requires a high level of technical expertise and exposes the smartphone to malwares, viruses. The rooting task is also prone to errors during its implementation. A VPN-based approach, on the other hand, would allow videos and other data to be dissected by the DPI functions. Therefore, the VPN- based approach can accomplish the benefits of rooting without the inconvenience, security risks, and potential errors of rooting. Without the use of a VPN connection, the gaming server 14 may not have full visibility of the user traffic 15 received and sent by the authorized user device.

As non-limiting examples, the regulation function could be employed when the live gaming content 13A is a cockfighting event or a boxing event. Often in cockfighting there are about fifteen cockfighting matches played per hour. Each cockfight can include a common pattern including the milestones of (i) an alarm signaling that the betting window is about to shut down, typically thirty seconds before the cockfight match begins; (ii) the cockfight match itself, with a typical duration of one to three minutes; (iii) a formal announcement of the results of the cockfight, with a duration of about five seconds; and (iv) a delay before the next cockfight match. Similarly, a boxing event could include the milestones of (i) introductions of each boxer after their entrance into the arena; (ii) a ring of a bell to start each round; (iii) boxing during each round; (iv) another ring to signify the end of each round; (v) an announcement of a winner after the end of the boxing match; and (vi) a delay before the next boxing match of the boxing event.

For the cockfighting event example, the bandwidth dedicated to the live gaming content 13A stream can be reduced by as much as one-third ( ) by regulating the delivery of video to the authorized user device to only the key portions of the cockfighting event (such as each cockfight match and perhaps also the formal announcement of the results). In the duration when the regulation function ceases the (high bandwidth) video feed, a lower bandwidth audio feed to the authorized user device could continue. The regulation function can be configured to receive electronic or audible signals from the gaming event organizer that notify the streaming box 15 and/or gaming server 14 of one or more of the milestones. Further, the regulation function, coupled with other technical features of the VDO module 15A, can stretch the time window per given bandwidth allocation (e.g., one gigabyte) by a factor of ten.

To further reduce bandwidth requirements, the gaming application can be employed to elegantly display information about the live gaming event 11 A. For a cockfight, this information could include the kind of cocks fighting, the breeders of each cock, the ages of the cocks, and/or the organization or team behind the cocks. This is similar to how before a boxing match, stats, “Tale of the Tape”, and other interesting information is displayed on a television screen.

Identification of the brand and model of each authorized user device can identify that a specific smartphone is older or lower quality, and such such may not fully display the best quality video otherwise attainable by more powerful phones. These older or lower quality phones could be provided lower resolution videos instead. Similarly, the system can also determine whether the live gaming content 13A is being viewed on a smartphone or a video display device 13, such as a television set or a computer monitor, then provide higher resolution video to the video display device 13 as compared to a smartphone.

The user could also designate whether the live gaming content 13A for a smartphone should be received via a mobile wireless Internet data plan or via a digital television receiver dongle. The gaming application could help determine if there are nearby digital television broadcasting facilities.

In the first invention, the broadcast module 15B is configured to receive the live gaming content 13A from at least one content provider 11C either directly or indirectly from the content provider 11C via the network 19. The broadcast module 15B is configured to multicast the live gaming content 13A to each of the authorized user devices in data connection with the local network port 15G of the streaming box 15.

In the first invention, the betting module 15C is configured to: (i) receive the betting data from the gaming server 14 and route the betting data to each of the authorized user devices; and (ii) receive the betting requests from the authorized user devices and route the betting requests to the gaming server 14 via an encrypted protocol.

In an alternative embodiment of the first invention, the dissector is configured to classify SSL/TLS traffic of each network request based on a server name indication (SNI).

DPI and data pattern recognition methods can distinguish the different types of SSL/TLS traffic being accessed by an authorized user device. For instance, DPI can monitor data communications to and from social media websites or applications. DPI may allow certain types of the encrypted traffic to pass through while not allowing other data to pass through. For instance, DPI can distinguish between texting data (OTT messages) and video streaming data sent to and from a social media application. In this manner, low bandwidth data (such as social media texting and OTT messaging applications identified under the brand names WhatsApp, WeChat, Facebook Messenger, Instagram Messaging, Twitter, Viber, and Telegram.) can be permitted to pass through while restricting high bandwidth data (such as videos), even though both data requests are instigated by the same social media website or messaging application.

In an alternative embodiment of the first invention, the filtered network resources permitted by the programmable whitelist/blacklist include: (a) a listing of approved/blocked smartphone applications; (b) a listing of approved/blocked web pages; (c) a listing of approved/blocked application updates; and (d) a traffic prioritization policy. In this alternative embodiment, the listing of approved/blocked smartphone applications can be flagged to permit use of OTT messaging applications. Example OTT messaging applications can include the messaging applications identified under the brand names WhatsApp, WeChat, Facebook Messenger, Instagram Messaging, Twitter, Viber, and Telegram.

If approved (e.g., whitelisted), the authorized user device is permitted access to the filtered network resource; if blocked (e.g., blacklisted), the authorized user device is not permitted access to the filtered network resource. As an example, the programmable whitelist/blacklist can whitelist websites or applications that only use texting data 18A (including OTT messages and other low payload messaging data), because this transfer involves only a small amount of data transfer. As an example, the programmable whitelist/blacklist can blacklist websites or applications that employ torrent file sharing or streaming video, as this content requires high bandwidth data transfer. Blacklisting of websites or applications can also block illegal activity related to copyright content pirating or unlicensed gaming. The programmable whitelist/blacklist can also restrict other high bandwidth data transfers such as application updates 18C. Additionally, the programmable whitelist/blacklist and/or dissector prioritize or de-prioritize specific types of user traffic 18.

In an alternative embodiment of the first invention, the broadcast module 15B is configured to multicast using Internet group management protocol (IGMP). In an alternative embodiment of the first invention: (a) the live gaming content 13A includes both live audio and live video; and (b) the broadcast module 15B includes an audio-only mode for streaming of the live audio to at least one of the authorized user devices without the live video.

In an alternative embodiment of the first invention: (a) the content module 14A of the gaming server 14 is further configured to store cached content; (b) the cached content includes at least one of a plurality of advertisements, a gaming application, a plurality of video snippets, a plurality of animation, and a plurality of public service announcements; (c) the streaming box 15 further includes a caching module 15D including non-volatile storage to cache at least a portion of the cached content from the content module 14A of the gaming server 14; and (d) the caching module 15D is configured to receive and respond to a plurality of transfer requests for the cached content, each transfer request originating from one of the authorized user devices.

The advertisements and video snippets can be used in a “round girl” method (with reference to the female models that hoist the round number in between rounds of a boxing match). In this method, the advertisements and video snippets are cached either in the authorized user devices or the streaming box 15 and played between the gaming events or rounds of the gaming event. In this manner, the data streaming feed for live gaming content 13A need only be provided in real time to the gaming application for the key activity. Rest time between fights or fight rounds, for instance, could be filled with the advertisements, animation, and video snippets. As the key activity may be of limited duration during each of the “rounds”, pausing the live feed between “rounds” can be employed to reduce the bandwidth requirements for the streaming box 15 and/or the authorized user devices 16 A.

In an alternative embodiment of the first invention, the betting data includes at least one of: (a) a plurality of betting options; (b) a plurality of bet confirmations; (c) a plurality of betting statistics; and (d) a plurality of account balances.

In an alternative embodiment of the first invention, the gaming system further includes a principal server 12B. The gaming server 14 further includes an aggregator module 14C and an accounts module 14B. At least a portion of the betting requests sent to the gaming server 14 from the streaming box 15 are micro-betting requests. The aggregator module 14C is configured to aggregate the micro-betting requests into at least one standard betting request and route the at least one standard betting request to the principal server 12B for processing by the principal server 12B in real time. The accounts module 14B is configured to store and update: (i) a plurality of user accounts records, the accounts module 14B configured to track each of the micro-betting requests received within the user account records; and (ii) a plurality of agent account records, the accounts module 14B configured to track the at least one standard betting request within the agent account records. The micro-betting requests can include spot betting requests. In this alternative embodiment of the first invention: (a) each user account record can include at least one of a user phone number and a machine readable alphanumeric code; and (b) wherein the machine readable alphanumeric code is obtained from a snapshot taken by the authorized user device of a user identification card. The machine readable alphanumeric code can be at least one of a QR code, a standard barcode, and an alphanumeric identifier. The gaming server 14 can be further configured to identify a link between: (a) the user phone number or the machine readable alphanumeric code; and (b) one or more previously identified pirated live gaming feeds. It is important to note that in this alternative embodiment of the first invention, each of the users need not be in the vicinity of a game host or other user. The aggregation of micro-betting requests occurs electronically and remotely.

In an alternative embodiment of the first invention: (a) the streaming box 15 further includes an HDMI port 15H configured to receive the live gaming content 13A from the broadcast module 15B and route the live gaming content 13A to a least one video display device 13 for presentation by the at least one video display device 13; and (b) each streaming box 15 further includes an authentication module 15E. The authentication module 15E is configured to: (i) receive or generate an authorization code for the live gaming content 13A; and (ii) embed the authorization code as a unique watermark 13B in the live gaming content 13A routed to and presented by at least one of the at least one video display device 13 and each of the authorized user devices in data connection with the local network port 15G of the streaming box 15. In this alternative embodiment: (a) each authorization code can be generated by both the authentication module 15E of the streaming box 15 and the content module 14A of the gaming server 14 employing meta data and an authorization code algorithm; (b) the meta data and the authorization code algorithm can be available to both the streaming box 15 and the gaming server 14; and (c) the unique watermark 13B presented is a machine readable shape and is verifiable from a photograph taken of the unique watermark 13B and transmitted to the content module 14A of the gaming server 14 for verification. The machine readable shape can be at least one of a QR code, a standard barcode, and a machine readable alphanumeric code.

Each authorization code and the unique watermark 13B associated with the authorization code have at least one of (a) a limited effective time duration; (b) a first association with a specific location for viewing of a specific live gaming content 13A; and (c) a second association with a specific live gaming event 11 A. The limited effective time duration, the specific location for viewing, and the specific gaming event associated with each authorization code (and its associated unique watermark 13B) helps reduce piracy of the live gaming content 13A. For instance: (i) previously displayed unique watermarks 13B cannot be copied and used at a later date; (ii) unique watermarks 13B displayed at one specific authorized location cannot be used at other locations; and (iii) unique watermarks 13B displayed for one specific live gaming event 11A cannot be used for other live gaming events 11A

Though the unique watermark 13B is illustrated in FIGs. 2A and 2B as a QR code, this does not exclude other methods of identifying users, fights, and agents, such as through the use of barcodes and alphanumeric codes. The unique watermark 13B may be a QR code, a standard barcode, a machine readable alphanumeric code, or some other machine readable shape that can be photographed from its display on the video display device 13 or a smartphone screen.

To curb the hosting of illegal games, monetary rewards could be awarded to people who alert the principal game hosts of specific illegal gaming. To increase the efficiency of such a reward system, Al / ML techniques could assist the security and network operations centre personnel by focusing on certain live video feeds being delivered to locations that are exhibiting suspicious or aberrant behaviour. It is also possible that messages to the players within the vicinity of the suspicious game play may be triggered automatically by a phone call or application notification, suggesting that the user or location operator assist in assuring the authenticity of the game. Such a message could read: “Please take a picture of the QR code using your gaming application. Rewards for identifying pirated feeds. Your identity shall be kept concealed.” In an alternative embodiment of the first invention, the public data port is configurable for receiving a digital television broadcast of the live gaming content 13A via a digital television receiver dongle. The public data port can be an OTG-enabled USB port configured to receive the digital television receiver dongle.

In an alternative embodiment of the first invention, the live gaming content 13A is delivered in an encrypted format. In this alternative embodiment of the first invention, decryption of the live gaming content 13A is performed by at least one of (i) a gaming application, installed on each authorized user device, using decryption keys accessed from the content provider 11C or the gaming server 14; and (ii) the streaming box 15 using decryption keys accessed from the content provider 11C or the gaming server 14. In this alternative embodiment of the first invention, the decryption keys may be delivered via a text-only protocol wherein the text-only protocol is one of (a) an unstructured supplementary service data (USSD) protocol; and (b) a short message service (SMS) protocol.

In an alternative embodiment of the first invention: (a) each authorized user device includes a gaming application; and (b) the gaming server 14 further includes a monitoring module configured to collect a plurality of usage parameters from the gaming application of each authorized user device. In this alternative embodiment of the first invention, the monitoring module can be further configured to collect, with an informed consent of the user, at least one of (a) social media data of the user; (b) a self-reported income of the user; and (c) a selfreported profession of the user. In this alternative embodiment of the first invention, for each gaming application: (a) the monitoring module can be configured to calculate an access score and a gaming health score based upon the usage parameters collected from the gaming application; (b) access to a full functionality of the gaming application can be conditioned upon the access score for the gaming application exceeding a threshold access score and the gaming health score for the gaming application exceeding a threshold health score; and (c), optionally, the monitoring module can be configured to employ an Al / ML model to calculate the access score and the gaming health score for each gaming application. In this alternative embodiment of the first invention: (a) for each gaming application, the monitoring module of the gaming server 14 or the VDO module 15A of the streaming box 15 associated with the gaming application is configured to collect network information for the authorized user device associated with the gaming application and ascertain an optimized network configuration for the gaming application; (b) for each gaming application, the VDO module 15A of the streaming box 15 associated with the gaming application is configured to deliver the live gaming content 13A to the authorized user device associated with the gaming application according to the optimized network configuration of the gaming application; and (c) the network information for the authorized user device associated with each gaming application includes at least one of a MAC address, an IP address, a data delivery method including at least one of a UDP protocol and a TCP/IP protocol, and a model identifier of the authorized user device. This network information is used to curb illegal gambling and pirating of the live gaming content 13A.

In an alternative embodiment of the first invention, each of the authorized user devices in data connection with the streaming boxes 15 includes a virtual private network (VPN) functionality for a private data connection to the gaming server 14.

By diverting the Internet traffic through the private data connection of the VPN functionality, the gaming server 14 is better able to manage the user data traffic to and from the authorized user device.

Most generally, the second invention is a micro-bet aggregation system for aggregating a plurality of micro-betting requests received from a plurality of authorized user devices. The micro-betting requests are aggregated by an aggregator module 14C of the gaming server 14 into at least one standard betting request that is delivered to a principal server 12B. The gaming server 14 includes an accounts module 14B for tracking the micro-betting requests and the standard betting requests. The aggregation system can also use a text-only protocol, wherein USSD messages or SMS messages are intercepted by a gaming application for extraction of encoded information from the gaming server 14. The encoded information can be used to generate a virtualized gaming content stream for presentation by the gaming application.

The micro-betting requests aggregated by the aggregator module 14C can be sent to the principal server 12B at regular time intervals or when a given threshold is met. The principal server 12B typically includes a totalizer module (also known as a “tote system”). The aggregation of micro-betting requests is sometimes referred to as “fractionalization”, where multiple bets are put together to make a standard betting request which would otherwise have been unaffordable by individual users of a gaming application. The second invention is a micro-bet aggregation system for aggregating a plurality of microbetting requests received from a plurality of authorized user devices by a gaming server 14. The gaming server 14 includes an aggregator module 14C and an accounts module 14B. Each authorized user device includes a gaming application configured to: (i) establish a gaming account with the gaming server 14; (ii) receive betting data from the gaming server 14; and (iii) send a plurality of micro-betting requests to the gaming server 14. The aggregator module 14C is configured to aggregate the micro-betting requests into at least one standard betting request and route the at least one standard betting request to a principal server 12B for processing by the principal server 12B in real time. The accounts module 14B is configured to store and update: (i) a plurality of user accounts records, the accounts module 14B configured to track each of the micro-betting requests received within the user account records; and (ii) a plurality of agent account records, the accounts module 14B configured to track the at least one standard betting request within the agent account records.

In a first alternative embodiment of the second invention, communication between each authorized user device and the gaming server 14 is directed by a text -only protocol. The aggregator module 14C of the gaming server 14 is further configured to: (i) receive and decode a plurality of first encoded communications from the authorized user devices; and (ii) encode and send a plurality of second encoded communications to the authorized user devices. The gaming application of each authorized user device is further configured to: (i) intercept messages delivered to the authorized user device; (ii) decode the second encoded communications from the aggregator module 14C of the gaming server 14; and (iii) encode and send the first encoded communications to the aggregator module 14C of the gaming server 14. This first alternative embodiment of the second invention has the technical benefits of reducing Internet data bandwidth requirements and enabling users with extremely limited Internet data bandwidth to participate in gaming event (e.g., submit betting requests even if they are unable to receive video feeds and/or audio feeds of the live gaming content 13A on their smartphones).

In the first alternative embodiment of the second invention, the gaming server 14 can further include a content module 14A. The content module 14A of the gaming server 14 can be configured to: (i) store cached content, the cached content including at least one of a plurality of advertisements, the gaming application, a plurality of video snippets, a plurality of animation, and a plurality of public service announcements; and (ii) receive and respond to a plurality of transfer requests for the cached content, each transfer request originating from the gaming application of one of the authorized user devices. The gaming application on each authorized user device can be further configured to: (i) store and access at least a portion of the cached content; (ii) create a virtualized gaming content stream from a subset of the second encoded communications from the gaming server 14; and (iii) present the virtualized gaming content stream on the authorized user device. The gaming application of each authorized device can be further configured to: (a) detect a Wi-Fi connection to the authorized user device; and (b) access the cached content only via the Wi-Fi connection. This embodiment of the first alternative embodiment of the second invention has the technical benefit of reducing the Internet data bandwidth requirements for the live gaming content 13A as the gaming application displays cached content stored on the authorized user device as described herein.

In the first alternative embodiment of the second invention, the text-only protocol can be one of: (a) an unstructured supplementary service data (USSD) protocol 17B; and (b) a short message service (SMS) protocol.

In the first alternative embodiment of the second invention, the gaming application can be configured to request consent from a user of each authorized user device for the interception of the messages delivered to the authorized user device. Upon interception, the gaming application can parse, organize, and translate messages delivered into a form intelligible to the user, especially for the purpose of interacting with the gaming application.

In a second alternative embodiment of the second invention, each authorized user device is one of a smartphone, a laptop, and a tablet.

In a third alternative embodiment to the second invention, the betting data includes at least one of: (a) a plurality of betting options; (b) a plurality of bet confirmations; (c) a plurality of betting statistics; and (d) a plurality of account balances.

In a fourth alternative embodiment of the second invention, the micro-betting requests include spot betting requests. In a fifth embodiment of the second invention, the aggregation system further includes a content provider 11C and each authorized user device 17A is configurable for receiving a digital television broadcast of live gaming content 13A from a digital television receiver dongle. In this fifth embodiment of the second invention, the authorized user device can include an OTG-enabled USB port to receive the digital television receiver dongle In this fifth embodiment of the second invention: (a) the live gaming content 13A can be delivered in an encrypted format; and (b) decryption of the live gaming content 13A can be performed by each gaming application, installed on each authorized user device, using decryption keys accessed from the content provider 11C or the gaming server 14. In this fifth embodiment of the second invention: (a) the decryption keys may be delivered via a text-only protocol; and (b) the text-only protocol is one of an unstructured supplementary service data (USSD) protocol and a short message service (SMS) protocol.

In a sixth embodiment of the second invention, the gaming server 14 further includes a monitoring module configured to collect a plurality of usage parameters from the gaming application of each authorized user device. In this sixth embodiment of the second invention, the monitoring module can be further configured to collect, with an informed consent of the user, at least one of: (a) social media data of the user; (b) a self-reported income of the user; and (c) a self-reported profession of the user. In this sixth embodiment of the second invention, for each gaming application: (a) the monitoring module can be configured to calculate an access score and a gaming health score based upon the usage parameters collected from the gaming application; and (b) access to a full functionality of the gaming application can be conditioned upon the access score for the gaming application exceeding a threshold access score and the gaming health score for the gaming application exceeding a threshold health score. In this sixth embodiment of the second invention, the monitoring module can be configured to employ an Al / ML model to calculate the access score and the gaming health score for each gaming application.

In a seventh embodiment of the second invention: (a) each user account record includes at least one of a user phone number and a machine readable alphanumeric code; and (b) the machine readable alphanumeric code is obtained from a snapshot taken by the authorized user device of a user identification card. The machine readable alphanumeric code can be at least one of a QR code, a standard barcode, and an alphanumeric identifier. The gaming server 14 can be further configured to identify a link between: (a) the user phone number or the machine readable alphanumeric code; and (b) one or more previously identified pirated live gaming feeds.

In an eighth embodiment of the second invention, the accounts module 14B is further configured to: (a) round a calculated payout amount of each of a plurality of user payouts to a specified denomination; and (b) enable exchange of a plurality of fungible credits as a currency of payment.

In a ninth embodiment of the second invention, the aggregator module 14C is configured to: (a) receive the micro-betting requests from a plurality of jurisdictions; and (b) aggregate the micro-betting requests from the plurality of jurisdictions into the at least one standard betting request.

Convenience stores (or similar establishments) and mobile agents can be used for flexible payments for users of the gaming application. These flexible payments permit users of the gaming applications to collect their winnings through an encashment process in the convenience store (which could also be the hosting venue for viewing the live gaming content 13A). The flexible payments create a market wherein the micro-bets are an economically viable market for the convenience stores and mobile agents. The smaller amount of currency involved with a micro-betting request also reduces the incentive for thieves to rob the convenience store or mobile agents.

In developed country markets the conventional means of topping up and encashing winnings in online games is through the use of a virtual wallet that can be topped up using credit cards, online banking, or payment systems such as those branded PayPal and Venmo. However, within developing country markets, where much of the populace is considered “unbanked”, these types of cash in/cash out setups limit the number of people who can participate in online games. These developing markets benefit greatly when mobile agents traveling on foot or inexpensive transport are organized to collect and disburse cash payments. These mobile agents have been a growth catalyst for the mobile Internet data business in countries like the Philippines. In this market, for instance, scratch cards were replaced by electronic “airtime” mobile phone credits that can be transferred from one person (such as a seller, an agent, or another subscriber) to another using a simple 2G mobile phone. A similar “gaming credit” system can be put in place for the online games. The gaming credits can be fungible and easily transferable between users of the gaming application, mobile agents, and convenience stores. The gaming credits can have a one-to-one exchange rate with the local currency, though market forces may introduce premiums or discounts. The gaming credits can be originally purchased with paper currency or via electronic payment, though paper currency would be the predominant means of exchange for “unbanked” markets (notwithstanding the Covid- 19 pandemic, which at the time of this writing continues to especially cripple poorer “unbanked” markets). The gaming credits are also transferable from one party to another via a smartphone application or website. The data communication protocol for this electronic gaming credit transfer could, in addition to the Internet, include the use of the USSD protocol or the SMS protocol. Transfer fees could be charged depending on the game operator’s market adoption strategy. The mobile agents and convenience stores could earn commissions from the exchange or redemption of these gaming credits (such as a percentage of the gaming credits involved in each transaction) for local currency.

Specific agents of record could be assigned for various groupings of users based on geographic location. Due to the nature of the gaming events, there will be instances in which certain retailer partners develop a net positive cash balance (if local users have had a “losing streak”) or a net negative cash balance (if local users have a “winning streak”). E g., the winning and losing betting requests for a gaming event will then likely not balance out for the retailer partner (e.g., a convenience store). Any such net positive cash balance or net negative cash balance could require paper currency delivery or retrieval, posing a risk of robbery. To reduce the risk of robbery, a “Zig-Zag algorithm” could be employed for picking up paper currency from a first retailer with net positive cash balance and delivering this same paper currency to a second retailer with net negative cash balance along a geographic delivery route. The path of the pickups and deliveries could be optimized to balance the delivery distance and the paper currency on hand. Pari-mutuel and/or totalizators support the effectiveness of the Zig-Zag algorithm, as both methods calculate pay-out ratios to the users to achieve house “parity” and thereby reduce the amount of paper cash delivery. E.g., these methods calculate the pay-out ratios such that the aggregate cash winnings of users are roughly equal to the aggregate cash losses of users, with the difference constituting “house earnings” and other commissions. The Zig-Zag algorithm employs at least two variables. A first variable is the distance between the retailers along each pickup/delivery route. A second variable is the net positive cash balance or net negative cash balance of each retailer. A third variable could be an indicator of the “crime rate” along each available pickup/delivery route. The exact sequence of pickup and deliveries and the pickup/delivery route selected is determined from these variables.

Aspects of the implementation of the Zig-Zag algorithm could include consideration of the following factors:

1. Retailers with a net positive cash balance could be approached first. Additional retailers with a net negative cash balance could be subsequently visited along the pickup/delivery route depending on the amount of their net positive cash balance.

2. A maximum amount of paper currency carried during pickup/delivery could be calculated based on the “crime rate” variable, the time of day, and/or the length of travel between destinations.

3. A maximum travel distance could also be established, with shorter routes prioritized.

4. The pickup/delivery route could be selected with the goal of pairing each retailer with net positive cash balance with another retailer of net negative cash balance of equal but opposite amount. As such, clusters of retailers with near equal offsets could therefore be prioritized in the selection of the pickup/delivery route.

The Zig-Zag algorithm can be performed by standard computer programming or with the assistance of an Al / ML model. An Al / ML model could be supplemented with a game outcome prediction model based on such factors as a geographic area’s favourite teams, disposable incomes of users within a geographic area, mobility of users, time of day, worker payday schedules, and weather. One simple and practical implementation of the Zig-Zag algorithm could include use of a “heat map” illustrating the geographic locations of retailers with net positive cash balance and retailers with net negative cash balance. While various aspects and embodiments have been disclosed herein, it will be apparent that various other modifications and adaptations of the invention will be apparent to the person skilled in the art after reading the foregoing disclosure without departing from the spirit and scope of the invention and it is intended that all such modifications and adaptations come within the scope of the appended claims. The various aspects and embodiments disclosed herein are for purposes of illustration and are not intended to be limiting, with the true scope and spirit of the invention being indicated by the appended claims.