Fantasy gaming
Some embodiments include a fantasy sports game. In some embodiments, an expected performance value may be determined that may affect the outcomes of a fantasy game. In some embodiments, player location may affect available opponents for a game. Groups may play against one another in a fantasy competition. Various examples of fantasy gaming options are given.
1 . A method comprising:
controlling, by at least one processor:
receiving, over a communication network, first network-access signals from a first mobile computing device of a first user indicating that the first mobile computing device is disposed at a first location in which an access point to the communication network is disposed and for which a geofence is defined;
determining that the first user belongs to a first group based, at least in part, on detecting the first network-access signals for a predetermined threshold amount of time, indicating that the first user is disposed within the geofence of the first location for the predetermined threshold amount of time;
determining a second group to which a second user belongs;
determining that the first group is a rival to the second group;
matching the first user and the second user in a fantasy sports game based on the first group being the rival to the second group;
rendering, over the communication network, on an interface of the first mobile computing device, first team selection information excluding real life players for selection for a first fantasy sports team of the first group, such that a number of common real life players selectable for the first fantasy sports team and a second fantasy sports team selectable for the second group does not exceed a threshold, in which the first team selection information indicates at least one first real life player selectable for the first fantasy sports team for the fantasy sports game from a first set of real life players from a plurality of real life players that is specific to the first group;
rendering, over the communication network, on an interface of a second mobile computing device of the second user, second team selection information excluding real life players for selection for the second fantasy sports team that are selected for the first fantasy sports team, in which the second team selection information indicates at least one second real life player selectable for the second fantasy sports team for the fantasy sports game from a second set of real life players from the plurality of real life players that is specific to the second group;
in response to detecting, via the interface of the first mobile computing device, selection of one or more first real life players from among the first team selection information, transmitting, over the communication network, an instruction to a third mobile computing device of a third user included within the first group to update an interface of the third mobile computing device to indicate that the selected one or more first real life players are played;
receiving, over the communication network, data signals indicating performances of each of the at least one first real life player and the at least one second real life player in at least one real life sporting event; and
determining a winner of the fantasy sports game from the first user and the second user based at least in part on the performances of each of the at least one first real life player and the at least one second real life player in the at least one real life sporting event indicated in the data signals.
2 . The method of claim 1 , further comprising:
controlling, by the at least one processor, determining the second group based on second network-access information received from a second mobile computing device of the second user.
3 . The method of claim 1 , in which the first user is assigned to the first group without a request from the first user to be assigned to the first group.
4 . The method of claim 1 , further comprising:
controlling, by the at least one processor, determining outcomes of a plurality of other fantasy sports games that are each between respective users of the first group and respective users of the second group.
5 . The method of claim 4 , further comprising:
controlling, by the at least one processor, determining an outcome of a group game based on the outcomes of the fantasy sports game and the plurality of other fantasy sports games.
6 . The method of claim 5 , further comprising:
controlling, by the at least one processor, determining that the first group wins the group game based on a total number of games from the fantasy sports game and the plurality of other fantasy sports games won by users of the first group exceeding a total number of games from the fantasy sports game and the other fantasy sports games won by users of the second group.
7 . The method of claim 5 , further comprising:
controlling, by the at least one processor, determining that the first group wins the group game based on a total number of points earned by users of the first group through play of the fantasy sports game and the plurality of other fantasy sports games exceeding a total number of points earned by users of the second group though play of the fantasy sports game and the plurality of other fantasy sports games.
8 . The method of claim 5 , further comprising:
controlling, by the at least one processor, assigning a prize to a group that wins the group game.
9 . The method of claim 8 , in which assigning the prize includes making a payment to respective accounts of users in the group that wins the group game.
10 . The method of claim 8 , in which assigning the prize includes making a payment to an account of a sponsor of the group that wins the group game.
11 . The method of claim 10 , in which the sponsor is not a user of the group that wins the group game.
12 . The method of claim 11 , in which the sponsor includes a charity chosen by users of the group that wins the group game.
13 . The method of claim 1 , in which the fantasy sports game is based on a real life tournament, in which real life sports players in the real life tournament are dropped from the real life tournament as the real life tournament progresses and are not replaced in the fantasy sports game so that some real life players on each of the first fantasy sports team and the second fantasy sports team do not earn points after the some real life players are eliminated from the real life tournament.
14 . The method of claim 1 , further comprising:
controlling, by the at least one processor, during play of the fantasy sports game, facilitating the first user offering a buyout of the fantasy sports game to the second user.
15 . The method of claim 14 , further comprising:
controlling, by the at least one processor,
receiving, from the first mobile computing device over the communication network, an indication from the first user of an amount of money that the second user will be awarded if the second user accepts the buyout; and
presenting, over the communication network, at the second mobile computing device, the amount to the second user in an offer to end the fantasy sports game.
16 . The method of claim 15 , further comprising:
controlling, by the at least one processor,
receiving, from the second mobile computing device over the communication network, an acceptance of the offer; and
in response to receiving the acceptance, awarding the amount of money to the second user and awarding a second amount of money to the first user, in which the second amount of money includes an amount of money in a prize pool for the fantasy sports game minus the amount of money.
17 . The method of claim 1 , further comprising:
controlling, by the at least one processor, presenting, over the communication network, at the first mobile computing device, the first user with an option to offer a doubling raise of the fantasy sports game to the second user prior to a start of the fantasy sports game.
18 . The method of claim 1 wherein determining that the first group is a rival to the second group is based, at least in part, on affiliations of the first and second users with rival teams, rival locations, rival characteristics, or rival bars.
19 . An apparatus comprising:
at least one processor configured to control:
receiving, over a communication network, first network-access signals from a first mobile computing device of a first user indicating that the first mobile computing device is disposed at a first location in which an access point to the communication network is disposed and for which a geofence is defined;
determining a first group to which the first user belongs based, at least in part, on detecting the first network-access signals for a predetermined threshold amount of time, indicating that the first user is disposed within the geofence of the first location for the predetermined threshold amount of time;
determining a second group to which a second user belongs;
determining that the first group is a rival to the second group;
matching the first user and the second user in a fantasy sports game based on the first group being the rival to the second group;
rendering, over the communication network, on an interface of the first mobile computing device, first team selection information excluding real life players for selection for a first fantasy sports team of the first group, such that a number of common real life players selectable for the first fantasy sports team and a second fantasy sports team to be selected for the second group does not exceed a threshold, in which the first team selection information indicates at least one first real life player selectable for the first fantasy sports team for the fantasy sports game from a first set of real life players from a plurality of real life players that is specific to the first group;
in response to detecting, via the interface of the first mobile computing device, selection of one or more first real life players from among the first team selection information, transmitting, over the communication network, an instruction to a third mobile computing device of a third user included within the first group to update an interface of the third mobile computing device to indicate that the selected one or more first real life players are played;
rendering, over the communication network, on an interface of a second mobile computing device of the second user, second team selection information excluding real life players for selection for the second fantasy sports team that are selected for the first fantasy sports team, in which the second team selection information indicates at least one second real life player selectable for the second fantasy sports team for the fantasy sports game from a second set of real life players from the plurality of real life players that is specific to the second group; and
determining a winner of the fantasy sports game from the first user and the second user based at least in part on performances of each of the at least one first real life player and the at least one second real life player in at least one real life sporting event.